Unless all is unlocked from start, availability and budget have guided my first steps. Until you get to HD zoning, C:S will mostly work with any layout. Being mentally prepared to bulldoze and redo was the hardest for me to learn in the first attempts
I'm at this point now, it's my first proper go at C:S and I'm up to 34k population but my initial connection to the highway isn't cutting it. I'm here researching my options and I think the conclusion is to pause the game, move some things, bulldoze some things and try again.
What helped for me is forcing myself not to constantly keep zoning residential even if the demand is high. Sometimes I let my money build up so I can get some infrastructure down first.
I'm getting to that point, I was thinking "how would I feel?" regarding eminent domain etc. It's just a game with no real world repercussions. I've got a great city of 75k but my earliest interchanges are still my biggest problems
For anyone intrigued by the description of the diverging diamond as the "darling" of the interchange world these days, bear in mind that it is so well liked because it is especially *safe.* In Cities, there are no car accidents, so just keep in mind that while it is a lovely and functional interchange, its arguably best feature in real life will not come to bear in this game.
It's also "cheap" and can be applied to existing intersections with as minimal rework as possible. Things that dont carry much weight in the game either: money isn't hard to come by and bulldozing carries no penalties
@@OrangeC7 it would be great, but theyd roll it out with another DLC. at this point if you wanted to get the full experience of the game you would have to pay a small fortune
@@avgsocialist lol years back when this had recently came out I would've disagreed with you due to the $30 launch price, but I looked during the last Steam sale and it is fast approaching iRacing tier wallet destruction. I still haven't bought a single DLC. They just plain refuse to discount their stuff below a certain threshold no matter how long its been out. And I just don't see how it makes financial sense at this point. Surely there are tons of other people like me looking to lap these things up for a few bucks a pop, but it's not gonna happen at $7.50 each or whatever.
I watched a lot of tutorials so my first city was... 'fine'. Two arterials, crossing at the roundabout, too many connections to them, industry in the middle of the city, ugly skewed grid... I think, around C tier.
My first city was on console with no prior knowledge, a complete disrespect for any tutorials or tips, and the determination to unintentionally build the ugliest city known to man where death waves in the tens of thousands went unchecked due to single digit traffic flow on roads that were somehow always crooked in a grid system. Good times. Personally I'm a big fan of starts that run the highway through the city, but only allow it to dump/pick up people and goods at massive public transportation and cargo hubs on the outskirts. Gives you a good travel-line for cinematics, a feature to divide distinct sections of the city, and the option for direct access in overly busy locations.
This hits too close to home lol. After 4 years I'm.still not able to build a half decent looking city even with mods :( I remember changing all three of my districts to self sufficient housing. Ironically this causes a mass leave event destroying my economy making people not wanna move in effectively destroying my save file ^^ Good times.
@ 7:10. There is a way for vanilla console players to have the inside lane go straight on and turn. You need 6 or 7u length , and use straight road not free form, curving the road gives the turn only arrow.
@@VestedUTuber A normal 3 way interchange can in fact be more compact than a trumpet, since it doesn't use a loop, and at least IRL can still support higher speeds due to having wider curves (though you can only have one benefit or the other) The big IRL advantage of the trumpet over the 3 way is that it needs only one bridge - a 3 way needs at least two bridges, and unless you are okay with using a lot of space on the far side of the through highway to bring one of the connectors down to ground level before crossing over, either the two bridges have to be stacked on top of each other, or you might need three bridges even.
"and make sure our ramps are facing the correct direction, simply by right clicking" i must have watched thousands of hours and played a couple of hundred, i did not know that, i've always seen people go over to the upgrade tool and change that way ! TOP TIPS
One additional start that I would've considered reviewing would be the collector/express start, where you have one-way arterial roads (sometimes called frontage roads) lined up right next to, and parallel to, the highway, that have slip lanes going to and from the adjacent highway (moving in the same direction, sometimes crossing over and under eachother, like in a basketweave interchange), and overpasses/underpasses (or an elevated highway) to allow vehicles within the parallel-moving one-way arterials to turn around without crossing through highway traffic.
I like to make that diamond into an overhead roundabout, usually I have the exit go into a collector that splits down into industrial > commercial > residential zoned blocks away from the collector. This way you reduce the traffic between zones and leave the outside connections for demands. Especially with public transit, you can almost completely remove residential traffic and then use a goods trains station leading into the roads coming down from the overhead collector. This will move a lot of industrial traffic from the highway directly to the train station. Most of my cities are the typical grid city, with 90+ traffic flow!
I actually started playing Cities when I stumbled across videos of people 'playing' it (making poop vulcanoes) en fixing it (Hugo there!), so I had some knowledge on how to make a city entry from the highway :) Never used Diverging diamonds or SPUI interchanges, I have now subscribed to them on your workshop! Build many cities by now, but still appreciate these starter videos. thank you for making it!
Thanks for explaining the pros and cons of each approach. It really helped me wrap my head around interchanges as a whole. I was too intimidated to touch them before now.
I've been enjoying watching the New England series of video's here on UA-cam. You have become one of my favorite Cities Skylines builder because you sure do have a amazing since of design and all your city's are very well thought out. So please keep up the awesome work and I promise to keep coming back for more and sharing your video's with as many people as I possibly can because I believe that you definitely deserve it.
Parclos are excellent for asymmetric traffic, you can use the free-flow in the high traffic direction, of course not needing to support the full infrastructure installation anf maintenance costs.
I always brace my roundabout. It makes it far easier to build anyway. Start the same by finding the center. Then extend the brace road to the diameter of the circle. Which is 14 units in this case. Then draw a cross road at the center (7 units). Use the ends of the cross to draw the circle perfectly. Then attach the interchange entrance & exit. Then add city entrance roads, two or three will do. Finally, delete the brace roads.
Your ParClo on the workshop is amazing. I do admit I made some minor tweaks to it so I use that one locally. The only changes I made were some road upgrades - using the BIG 6L road for the overpass and the BIG highway ramps. Plus, I'm using the asymmetrical national road (2+1) instead of a 2 way local road (that has zoning squares on it). I tried adding the intersection markings in the asset editor but CS crashed on me so I gave that up. I also setup for lane mathematics as well. But yours was the foundation for those changes. And it has worked wonders on the cities that I've used them in. Very, very efficient (especially after applying TM:PE using the lane assignments). Thank you Yumbltv!
I’m glad you like it! I made it so everyone could use it (no dlc or asset requirement) which is good, but you’re right. Its best when upgraded. Thanks for watching :)
One time I started a city with a gigantic roundabout. As the city grew I upgraded the roads and added through roads and things. Seemed to work pretty well.
These days I decide based on what the mapmaker gives me. If he's set up something already, like the often seen complimentary roundabout, I'll use it, at least until the money starts coming in. I'd give the roundabout start the best bang for the buck award in that they handle a lot of traffic for the cost of resources and the time they take to build. You just need to leave room around it to fix it later or acknowledge that the starting area is never growing past a small town. Another option is to combine the highway start with roundabout exits. Highway over and under the roundabout both work. This alone is a bit meh and breaks down sooner than one might think but a way to buy some more time is to lead the roundabout into other roundabouts on each side and disperse traffic through up to three directions per additional roundabout. This scales surprisingly far for what is an ultimately a low cost, low space, kind of chintzy setup. It survives the transition to high density, though with stress, particularly along the exit ramps and the roads connecting the roundabouts. You can ease the stress by building more of them and/or elongating the ramps and roundabout roads so that the tailback doesn't bleed onto the highway and secondary roundabouts.
I like to build a stack interchange that leads to a roundabout on each side, seems to work fine in vanilla. A lot of fancy clever interchanges don't work in vanilla even if you can build them due to stupid unchangable lanes. I would also suggest having a few ways to get in your city from a highway and to spread out traffic as much as possible. But not too much! Otherwise sims will just use the shortest rout, which may not be designed to manage big amount of traffic. Try and plan ahead, that's the main advice :)
The "my fist city" design is still a valid design for first time players. It's one thing to watch a video and listen to someone say "don't do this, this is bad, M'kay" and actually understanding why it is bad. Until you do something like that and watch it break down, understand where it is breaking down, why it is breaking down, you won't be able to conceive new ideas that avoid the pitfalls and won't break down. You did touch on one valid form of startup but went right past it. the T-bone intersection. You kind ran it through the center so it was x crossing (at 9:09), which is bad, but a T-Bone (remove the 4 lane road south of the x crossing so entry ends there) is decent start and will get you to well over 1k (I've pushed it to 3k many times, but that's usually more of an Elbow intersection where you start in a corner) before it starts to have issues. By then you have access to more tiles and enough money to rebuild the interstate junction and entry point.
Thank you so much for this video. Good entrances are one of my biggest stumbling blocks with CS; either they get clogged up too quickly and end up with jams later in the city's life, or they're too spread out and I have to waste precious starting money on power lines and long water pipes to connect everything. Might be my American-ness (especially Texas as we love our Frontage/Access Roads paralleling our highways) showing, but of these my favorite is the Diamond Interchange; nice and compact, but good traffic flow. I can even see how if crossflow traffic becomes an issue, one can modify that later by taking a leaf from Biffa's book and converting it into an Oval-About; double bonus for having a tram line up the middle of said oval as they don't need to interact with the highway at all. One comment on the Service Interchange: Purely personal preference, but I would continue the arterial road overpass until it has crossed the railway line to avoid blocking traffic with a level crossing. Especially as rail traffic can often get even more congested than road traffic and is more difficult to control. P.S. Though I can't speak for everyone, in Texas we absolutely HATE Diverging Diamonds. Two intersections that claim to have Diverging Diamond properties were built in my hometown of San Marcos and if anything they've only made traffic flow worse and more dangerous, not better. Just the concept of them makes no sense to me; immature a critique as it may be, have these engineers never seen Ghostbusters? You don't cross the streams!
Glad you liked it! I’ve found at grade train crossings to be an excellent option. Especially if you use the “big urban road” pack. The rail crossings look incredible. Get “optimized outside connections” to solve the train problem, and have a go at some realistic at grade train crossings!
insanely useful info, thanks. i wish c:s had some shortcut tutorials, for example i had no idea how to make elevated roads until i looked it up just now.
Thank you for posting this! This was one of the most helpful tutorials I've watched on how to plan out and build roads. I will definitely be subscribing to your channel!
That is an awesome trick with the free-form road tool and adjusting the highway one-way roads into the roundabout . Ever since playing, entrances and exits from highways and train tracks never let me normally place where it makes sense.
I highly suggest you all check out YUMBL’s train station start. Hands down the most efficient start as far as congestion tracking and turning off Despawning.
For the "bring your highway in" method personally I really like either raising or tunnelling my highway, especially since the area I start at normally becomes my high density centre. Having a highway break up your centre really sucks. I also think the roundabout is better than you give it credit for, at least with mods. A three+ lane roundabout with proper lane control can quite easily handle large traffic flows. It certainly beats the hell out of the arterial approach. I think even without mods they can still move traffic quite efficiently, you just need to consider things like bypasses on the straight or 3rd exit if they're the busiest on the roundabout. I think a modded turbo roundabout is actually competitive with an interchange though. I'd put them both in A tier and a train station and harbour in S tier, since they actually reduce the pressure on a pre existing interchange and let you contain traffic to certain areas more efficiently. In a walkable city a pedestrian link might not even generate a ton of traffic either.
surprisingly my first one was not that bad, but tbf I learned a lot from Biffa, the concept of lane maths, TMPE usage, stuff like that. Still learning efficient public transport.
I'm a friend of simple solutions. I started my city using the standard layout and draw a line with a 6 lane road. Then I draw some lines with 4 lane roads, trying to avoid too much crossings. And from those 4 lane roads I started to create my neighbourhood. It took a little time to figure out how to make money now, but when I had enough, I started to draw a "circle" around the first part of my city. A faster way for people coming in and to lessen the traffic on the 6 lane road. It actually worked and my traffic flow is 80% and more. Then I optimized the opening of my city and built something like the diamond interchange, everything fits perfectly. I don't have traffic jam, I'm so proud. But when I start to expand my city, I guess I'll try something new with my highway. Maybe the diverging diamond
I do your third option: I extend those two dead end stubs through the entire length of my city as a 4-lane divided stroad with a roundabout at the far end of my city. And you can save a ton of munny at the start by using dirt roads and setting your highway budget to 0. And FWFW, once or twice I just brought my dirt road right up to the highway and made an level interchange onto the highway, lol.
I like that first roundabout start - YUMBL mentions the idea of bringing the highway into the city as a possible upgrade need, and right away I thought of a highway to city roundabout interchange, where you can actually still use that roundabout, with 1 exit and 1 entrance ramp on either side to connect the highway with the roundabout and then connect in 1 or 2 intersections with the city streets to complete the interchange. The roundabout will eliminate the need for any traffic lights too close to the highway that could backup onto the highway and clog it up, allowing traffic to free flow in/out of the streets and highway systems with minimal holdup. FYI, for the local to collector interchange points, I usually like to have the local streets in more of a trident arrangement, where the locals on the sides bend in to join the central one which along intersects with the collector. That reduces the number of intersections on the bigger road and keeps them more to the smaller roads. If traffic builds up over time, the middle road can be upgraded either to a 3 lane asymmetric or small 4 lane mini collector along the busy part, giving good expandability and flexibility. That's one of the things I love about YUMBL's videos, he always introduces me to ideas I hadn't thought of myself and gets the creativity flowing on other ways that idea could be adapted to other uses or further enhanced in new ways.
I personally tear that vanilla interchange out ASAP and typically use a trumpet style interchange, I also like to use the district brush to pre plan zoning ( makes future highway planning much easier to manage in a long build imo)
Damn, you started on the Switch. I played Subnautica on the Switch and it felt terrible, I can't imagine how hard I would physically cringe out of frustration playing this on it. Anyways, very awesome videos, I'm glad to have found this channel.
My first cities were highway roads straight into a T junction with 4 lane roads, later I started with using a roundabout instead of just a T junction. Both were always modified later to have a highway go through the city
@7:00 the trick in vanilla for addressing that left turn lane is highways. If you add a 3 lane highway piece for a node then you get your two straight one turn lane. It looks funny, but that’s vanilla limitations for ya. This works well for service interchange lights as well. I usually exit with one lane then split into two lane highway a node then end with a short 3 lane highway piece for all the turn lanes onto a 4 lane overpass.
@@YUMBL Seeing as it is part of my job I have thoroughly researched the subject. The traffic flow, safety of motorists and pedestrians plus the overall decreased severity of any accidents which do occur is highly documented. That is why countries with less available space, higher population and vehicle densities and faster road speeds almost exclusively use roundabouts.
I can cite a few sources on lighted traffic flow vs roundabouts if you need. I’m at work right now. I’ve absolutely seen that a lighted intersection can achieve greater traffic flow than a roundabout.
There’s a start style not mentioned, which is the one I use. Bulldozing the starter interchange and connecting a small road directly to the highway. For the sake of argument, pretend the highway is sufficiently rural that it can have the occasional at-grade intersection. From there, build sensibly and fairly tightly as a small town on a budget might. They certainly wouldn’t have the funds for a large avenue, and the state wouldn’t think they’re important enough for a proper interchange. Yes, this creates problems later as traffic gets bunched up with a growing town. But then you get to fix it!
I often start with a roundabout at the end of the preset interchange, but leave open space beyond so I can upgrade it into a highway in the near future. Of course, that'd be how I do it if I played legitimately, but with PC, I just mod and look at shaping cities up.
This is great Yumbl but here is what I need. When I start a new city, I need a Yumbl Waze app on my PC that I could key in a highway type and you prompt with, "use a two way road here, No, dude, go 7 segments and THEN use the free form road tool" while I build. lol. Thanks for this assistance. All the best.
Meanwhile, here I am forcing a single turbo-roundabout to be the entrance to a mostly high density, unoptimally laid out city of 40k people. And surprisingly, it works, but only because I have other kinds of outside connections. And toll booths can also be a way to have more control over how much traffic comes to your entrances at once. And as a bonus, drivers will finally actually be paying for the service they use.
It's cool to see you experience success, I was there on twitch one time, you said you were going to try and upload a few utube videos you had like 2 videos on your youtube channel lol :D I dont really watch twitch anymore because they made me mad when they started recurring billing and didnt notify me... Anyway, still enjoying your videos, thanks! lol your first city made me laugh :D i came from sims 4 so mine was slightly better, it was a long road with many connections to it, probably just as bad traffic hahaha.
On the first one, the start is very good, except for one thing: I would not put in the south road. If you leave an open, undeveloped space on the south side going as far as you can, it gives you the option to easily upgrade the whole area to a highway or multi lane strict boulevard later on. This can save you from having problems of your further south residents or businesses having to use surface streets to get out to the main highway. It can also help to create a noise and pollution barrier between industrial on one side, and residential on the other.
One thing I’d add about roundabouts is that you should provide one less # of lanes than two way road connections. So a normal 4 connection roundabout intersection should have 3 lanes in this starting scenario.
@@YUMBL It has, i am looking for some PARCLO assets on the workshop at the moment and some other exit types...because i am lazy and don't want to build everything from scratch.
The first city I created I started the first way with the roundabout and the default directional half intersection in the game. But at upgrade time I made two tunnels under the roundabout and continued the highway forward and then turned the intersection with the other highway into a turbine intersection. But now I have move it and intend to replace these segregating highways with double-deck viaducts over conventional boulevards. It will be very Tokyo style.
As someone who lives in a rural area, the intersections really aren't that bad. Sure, it adds a stoplight to the highway, limits the flow of traffic, adds confusion, increases road needs, and is generally kind of a pain.
I'd put a roundabout higher than a simple highway to normal road connection in your tier list, because I saw cars distributing evenly throughout the lanes on highway road and roundabout even in vanilla game, when in "arterial" option you end up with one-lane bottleneck when a highway turns into a singular road, which already halves the road capacity. Also a traffic lighted intersection breaks down much easier than a 3-lane roundabout. I was building a vanilla city during the last month and it has 90% traffic (more than in all my modded maps!😳) with 90k population, ao I know what I'm saying
I just began building a freebuild city recently and just shoved the freeway underground to the depth that three lane freeways default to, and did one larger and one smaller half clover mostly underground with just the exits poking out. I didn't bother with the right side ramp that would exit the freeway on the close side of the road it intersects, so I just have the exit going through the u turn. Idk if I should put those in it at this point, I was very unconcerned about freeway traffic. I just wanted to start building a heavily metro based city. It's a bit like Chicago with the elevated rails, but the city is laid out more like a really small LA, but with the industry to the west on the coast, I used the lagoon map, and vanilla, I can't be bothered with learning how to mod this game especially with an epic games install. I put in several lines going to the various stations throughout, I tried to make a north and south loop but the lines don't respect the north loop and it just reversed the train instead of fulfilling the loop. It works well enough tho, and I want to build out an entirely separate, or possibly connected subway. The surface and elevated stations are pretty big, and the subterranean one is essentially a little square lol. It's really silly but I decided to not touch the buses. So I have mostly non-public transit road traffic, then some elevated metro, with a few passenger train stations, an airport and the cruise ships. I should probably just use buses, but roads get so cluttered as it is without them in this game xd I will start on the subway when I get back to it, though the metro network isn't complete yet.
The diamond highway layout reminds me of one of my cities where I built the highway under the city and accidentally did an above ground diamond but the cars phased through the ground 😂😂😂
You wild and crazy road at 9:17 is literally something done along a state highway in my city. Each directoin separated by about 200 ft and every mile or 2 they have an intersection with dedicated u-turn lanes.
I like a modified version of the arterial to highway connection. BUT I always bring the highway down about 60 units and depending on the map build an overpass around 40-60 units that will be the main boulevard for residential and commercial. I build on/offramps going towards the highway on the overpass but not down. then at the underpass i build the arterial connection to a nice long stretch of 24-30 that is a the feed to the main industrial area... LOL AND as I'm typing this you literally figured it out... IF you build from the center of the highway out wards it works much better with a full SEGMENT coming out from each direction...
I like bringing the hiway in with the one ways at game start. But I dead end it in a roundabout, then bring two lanes into the straight sections. I upgrade those into two on ramps, one in, one out. As I expand, I add more of these as I move the big roundabout down further. Seems the speed of the highway makes up for them having to go down and turn around to leave.
7:10 I see that as a major issue. Those, who are coming from west will have to turn left and go back onto the highway, thus the cars coming from west have no access to the city
If you are starting a European city, start far away from the highway and build a temporary dirt road toward it. Once your city grows, you will automatically build towards the highway. This is a very natural way of city growth and you will only have one big traffic jam on the dirt road
I think its also very important to plan and have multiple access points to the various highways and arterials. For me I use raised roundabouts with on/ off ramps like a diamond. Works really well for me. In fact my whole 85k pop city is an inner highway with 4 lane arterials running off to areas using round abouts and standard in game connections. Sat at 88% traffic on vanilla console mode. I did create an octo-about that works amazing but mine is a mess cos console is limited for design unless you want to spend hours making a round about
Build a under ground path in Front of your exit. So everyone can switch to the other side of the Highway, before they get to your City Exit. you only got small Tunnel exit wich is barely noticable I mean , its arkward to See people crossing a Highway with Heavy traffic without crashing 😄
At least with TP ME I’ve made a single 3 lane roundabout off the freeway last for 25-35k pop. I build nice boulevards then built dirt roads off of them at the start to save money.
im starting Mr Miyagis vanilla coast map and the starting square is a 4 way hwy interchange. ive tried twice the highway to arterial and my growth on the map is almost non existent. a service interchange isnt possible ( i dont think) so imma try bringing the highway in method. this helps alot. love your interchange videos too btw
Thank you very much! A service interchange would not replace the four way highway interchange, but will absolutely work to get cars OFF the highway. Good luck!
My first city was a tightly packed grid of only two lane two way streets directly connected to the provided start interchange. And I refused to branch off of the grid and create new spaces with better connections so my poor cims were just jam packed into the most clogged, anxiety inducing grid that just kept growing block by block like a monster 😂😂😂
I feel the pain of the first attempt. I didn't realize I could pause the game and got really stressed out trying to build things way too fast. Everything is so tiny on the screen and so reading tooltips is Hell. Learning by doing and feeling the pain at the sound of the bulldozer. Too real lol
weather the round abought is prefect or not lol my uncle would say. "Can't see it from my house" but remember to if you want to go in middle of the nodes just add a small road to wear you want the main road to connect to the round abought and then delete it it will make a new node on the round abought for you to lock on to
When I built the interchange featured at 20:23, all my Cims would still exit furhest south meaning that half of them were still turning left. I think the game is programmed so they'll get off the freeway as soon as possible in an effort to get to their destination the fastest, even though the all right turns would make traffic flow easier, it hasn't happenen in my experience.
roughly speaking, a highway to arterial interchange can handle about 10k population if designed correctly. this assuming you have good load balancing for traffic
Unless all is unlocked from start, availability and budget have guided my first steps. Until you get to HD zoning, C:S will mostly work with any layout. Being mentally prepared to bulldoze and redo was the hardest for me to learn in the first attempts
I'm at this point now, it's my first proper go at C:S and I'm up to 34k population but my initial connection to the highway isn't cutting it. I'm here researching my options and I think the conclusion is to pause the game, move some things, bulldoze some things and try again.
@@mjellings bingo
What helped for me is forcing myself not to constantly keep zoning residential even if the demand is high. Sometimes I let my money build up so I can get some infrastructure down first.
I'm getting to that point, I was thinking "how would I feel?" regarding eminent domain etc. It's just a game with no real world repercussions. I've got a great city of 75k but my earliest interchanges are still my biggest problems
I can't bring myself to bulldoze so I always start a new city in the hopes I go back to the old one... I never do 🙈
For anyone intrigued by the description of the diverging diamond as the "darling" of the interchange world these days, bear in mind that it is so well liked because it is especially *safe.* In Cities, there are no car accidents, so just keep in mind that while it is a lovely and functional interchange, its arguably best feature in real life will not come to bear in this game.
I dont mean it mockingly. I just havent heard so much affinity for a junction since the roundabout. Which everything you just said also applies to.
It's also "cheap" and can be applied to existing intersections with as minimal rework as possible. Things that dont carry much weight in the game either: money isn't hard to come by and bulldozing carries no penalties
If only Cities had car accidents
@@OrangeC7 it would be great, but theyd roll it out with another DLC. at this point if you wanted to get the full experience of the game you would have to pay a small fortune
@@avgsocialist lol years back when this had recently came out I would've disagreed with you due to the $30 launch price, but I looked during the last Steam sale and it is fast approaching iRacing tier wallet destruction.
I still haven't bought a single DLC. They just plain refuse to discount their stuff below a certain threshold no matter how long its been out. And I just don't see how it makes financial sense at this point. Surely there are tons of other people like me looking to lap these things up for a few bucks a pop, but it's not gonna happen at $7.50 each or whatever.
Ah! That first city. Mine has been blessed by "healing of memories."
Mine was awful 😂
@@YUMBL lol my city worst
My first city is like all grids, not nice. But I'm playing on Nintendo switch 😢
I watched a lot of tutorials so my first city was... 'fine'. Two arterials, crossing at the roundabout, too many connections to them, industry in the middle of the city, ugly skewed grid... I think, around C tier.
My first city was on console with no prior knowledge, a complete disrespect for any tutorials or tips, and the determination to unintentionally build the ugliest city known to man where death waves in the tens of thousands went unchecked due to single digit traffic flow on roads that were somehow always crooked in a grid system. Good times. Personally I'm a big fan of starts that run the highway through the city, but only allow it to dump/pick up people and goods at massive public transportation and cargo hubs on the outskirts. Gives you a good travel-line for cinematics, a feature to divide distinct sections of the city, and the option for direct access in overly busy locations.
This hits too close to home lol.
After 4 years I'm.still not able to build a half decent looking city even with mods :(
I remember changing all three of my districts to self sufficient housing. Ironically this causes a mass leave event destroying my economy making people not wanna move in effectively destroying my save file ^^
Good times.
😂😂😂 hahahahaha that is amazing
@ 7:10. There is a way for vanilla console players to have the inside lane go straight on and turn. You need 6 or 7u length , and use straight road not free form, curving the road gives the turn only arrow.
That should be written in game's manual! Thank you so much
Thanks
Yeah… but they don’t always follow road signs in my experience.
I would convert it into a 3 lane highway piece just so the 2 pass through lanes stay. Visually it’s not as good, but functionally it works.
I'd recommend a trumpet interchange, as soon as highway roads are unlocked, because it's 100% free flow without any crossings.
"without any crossings" is my current design mantra in C:S.
I never liked trumpets. The fact that they're not symmetrical is messing with my ocd
A trumpet doesn't really have any traffic advantages over a normal 3-way highway interchange, but it is more compact.
@@VestedUTuber A normal 3 way interchange can in fact be more compact than a trumpet, since it doesn't use a loop, and at least IRL can still support higher speeds due to having wider curves (though you can only have one benefit or the other)
The big IRL advantage of the trumpet over the 3 way is that it needs only one bridge - a 3 way needs at least two bridges, and unless you are okay with using a lot of space on the far side of the through highway to bring one of the connectors down to ground level before crossing over, either the two bridges have to be stacked on top of each other, or you might need three bridges even.
@@worldpeace6322 not how ocd works but ok
"and make sure our ramps are facing the correct direction, simply by right clicking"
i must have watched thousands of hours and played a couple of hundred, i did not know that, i've always seen people go over to the upgrade tool and change that way !
TOP TIPS
This is an extremely interesting idea! People always tell us their way to start a city but I've never seen them compared. Thanks Yumbl!
Much appreciated :)
FYI: you can remove traffic lights in vanilla
didnt care + wont care + dont care + stay mad + stay bad + stay sad + i win + u lose + ez + gg + L + ur bad + im good + cry harder + seed
Life love and heartbreak. that's exactly how my first city felt :'D
Classic 😂
"Let's assume that you're a builder of taste"
You had my curiosity, but now you have my attention.
YUMBL: "Remove roundabouts, add traffic lights!"
Biffa: "You don't want traffic lights, we want to add roundabouts!"
One additional start that I would've considered reviewing would be the collector/express start, where you have one-way arterial roads (sometimes called frontage roads) lined up right next to, and parallel to, the highway, that have slip lanes going to and from the adjacent highway (moving in the same direction, sometimes crossing over and under eachother, like in a basketweave interchange), and overpasses/underpasses (or an elevated highway) to allow vehicles within the parallel-moving one-way arterials to turn around without crossing through highway traffic.
I like to make that diamond into an overhead roundabout, usually I have the exit go into a collector that splits down into industrial > commercial > residential zoned blocks away from the collector. This way you reduce the traffic between zones and leave the outside connections for demands.
Especially with public transit, you can almost completely remove residential traffic and then use a goods trains station leading into the roads coming down from the overhead collector. This will move a lot of industrial traffic from the highway directly to the train station.
Most of my cities are the typical grid city, with 90+ traffic flow!
I actually started playing Cities when I stumbled across videos of people 'playing' it (making poop vulcanoes) en fixing it (Hugo there!), so I had some knowledge on how to make a city entry from the highway :)
Never used Diverging diamonds or SPUI interchanges, I have now subscribed to them on your workshop!
Build many cities by now, but still appreciate these starter videos. thank you for making it!
Glad to help. Thanks for watching! :)
a fellow rumble tumble gaming fan?
@@dutchporcelainplate is that what the RT stands for? Rumble Tumble? Lol I had no idea.
14:32 "incidentally symmetrical" - more likely an (un)conscious habit of yours, Yumbl. :)
Constantly 😂
Thanks for explaining the pros and cons of each approach. It really helped me wrap my head around interchanges as a whole. I was too intimidated to touch them before now.
I’m glad to hear it! Have fun :)
Personally, I'm a fan of the, "destroy the interchange and put down a gravel road" start. But that's me
I've been enjoying watching the New England series of video's here on UA-cam. You have become one of my favorite Cities Skylines builder because you sure do have a amazing since of design and all your city's are very well thought out. So please keep up the awesome work and I promise to keep coming back for more and sharing your video's with as many people as I possibly can because I believe that you definitely deserve it.
Whoa, thanks a lot! :)
Parclos are excellent for asymmetric traffic, you can use the free-flow in the high traffic direction, of course not needing to support the full infrastructure installation anf maintenance costs.
I always brace my roundabout. It makes it far easier to build anyway. Start the same by finding the center. Then extend the brace road to the diameter of the circle. Which is 14 units in this case. Then draw a cross road at the center (7 units). Use the ends of the cross to draw the circle perfectly. Then attach the interchange entrance & exit. Then add city entrance roads, two or three will do. Finally, delete the brace roads.
The Bob Ross of Cities Skylines
Your ParClo on the workshop is amazing. I do admit I made some minor tweaks to it so I use that one locally. The only changes I made were some road upgrades - using the BIG 6L road for the overpass and the BIG highway ramps. Plus, I'm using the asymmetrical national road (2+1) instead of a 2 way local road (that has zoning squares on it). I tried adding the intersection markings in the asset editor but CS crashed on me so I gave that up. I also setup for lane mathematics as well. But yours was the foundation for those changes. And it has worked wonders on the cities that I've used them in. Very, very efficient (especially after applying TM:PE using the lane assignments). Thank you Yumbltv!
I’m glad you like it! I made it so everyone could use it (no dlc or asset requirement) which is good, but you’re right. Its best when upgraded. Thanks for watching :)
One time I started a city with a gigantic roundabout. As the city grew I upgraded the roads and added through roads and things. Seemed to work pretty well.
highway in the city is the most mesmerizing thing in the game. i can watch the cims just passing by it and using my interchanges to get into the city
I like that Par-Clo design. I might adopt it as soon as I buy the area on the far side of the interstate.
I've watched, I downloaded to watch later, and I'm interacting in the comments. I'm doing my part to help the algorithm.
Thanks Jake!
I have nothing to reply except that that's a great idea.
I see you're quite spiffing too
These days I decide based on what the mapmaker gives me. If he's set up something already, like the often seen complimentary roundabout, I'll use it, at least until the money starts coming in. I'd give the roundabout start the best bang for the buck award in that they handle a lot of traffic for the cost of resources and the time they take to build. You just need to leave room around it to fix it later or acknowledge that the starting area is never growing past a small town.
Another option is to combine the highway start with roundabout exits. Highway over and under the roundabout both work. This alone is a bit meh and breaks down sooner than one might think but a way to buy some more time is to lead the roundabout into other roundabouts on each side and disperse traffic through up to three directions per additional roundabout. This scales surprisingly far for what is an ultimately a low cost, low space, kind of chintzy setup. It survives the transition to high density, though with stress, particularly along the exit ramps and the roads connecting the roundabouts. You can ease the stress by building more of them and/or elongating the ramps and roundabout roads so that the tailback doesn't bleed onto the highway and secondary roundabouts.
Roundabout overpass for the win
I like to build a stack interchange that leads to a roundabout on each side, seems to work fine in vanilla. A lot of fancy clever interchanges don't work in vanilla even if you can build them due to stupid unchangable lanes. I would also suggest having a few ways to get in your city from a highway and to spread out traffic as much as possible. But not too much! Otherwise sims will just use the shortest rout, which may not be designed to manage big amount of traffic. Try and plan ahead, that's the main advice :)
The "my fist city" design is still a valid design for first time players. It's one thing to watch a video and listen to someone say "don't do this, this is bad, M'kay" and actually understanding why it is bad. Until you do something like that and watch it break down, understand where it is breaking down, why it is breaking down, you won't be able to conceive new ideas that avoid the pitfalls and won't break down.
You did touch on one valid form of startup but went right past it. the T-bone intersection. You kind ran it through the center so it was x crossing (at 9:09), which is bad, but a T-Bone (remove the 4 lane road south of the x crossing so entry ends there) is decent start and will get you to well over 1k (I've pushed it to 3k many times, but that's usually more of an Elbow intersection where you start in a corner) before it starts to have issues. By then you have access to more tiles and enough money to rebuild the interstate junction and entry point.
Thank you so much for this video. Good entrances are one of my biggest stumbling blocks with CS; either they get clogged up too quickly and end up with jams later in the city's life, or they're too spread out and I have to waste precious starting money on power lines and long water pipes to connect everything. Might be my American-ness (especially Texas as we love our Frontage/Access Roads paralleling our highways) showing, but of these my favorite is the Diamond Interchange; nice and compact, but good traffic flow. I can even see how if crossflow traffic becomes an issue, one can modify that later by taking a leaf from Biffa's book and converting it into an Oval-About; double bonus for having a tram line up the middle of said oval as they don't need to interact with the highway at all.
One comment on the Service Interchange: Purely personal preference, but I would continue the arterial road overpass until it has crossed the railway line to avoid blocking traffic with a level crossing. Especially as rail traffic can often get even more congested than road traffic and is more difficult to control.
P.S. Though I can't speak for everyone, in Texas we absolutely HATE Diverging Diamonds. Two intersections that claim to have Diverging Diamond properties were built in my hometown of San Marcos and if anything they've only made traffic flow worse and more dangerous, not better. Just the concept of them makes no sense to me; immature a critique as it may be, have these engineers never seen Ghostbusters? You don't cross the streams!
Glad you liked it! I’ve found at grade train crossings to be an excellent option. Especially if you use the “big urban road” pack. The rail crossings look incredible. Get “optimized outside connections” to solve the train problem, and have a go at some realistic at grade train crossings!
Thank you so much for this video! I'm just now picking up the game again after years and starting the game is always the hardest part for me
You’re very welcome! Have fun :)
insanely useful info, thanks. i wish c:s had some shortcut tutorials, for example i had no idea how to make elevated roads until i looked it up just now.
I'm a big fan of your diamond interchange with the reversed overpass lanes. It handles tons of traffic. I use them a lot. Thanks!
You sound like Mathew Broderick.. That's a compliment.. As I picture you in cat form from his guest appearances from Rick and Morty.
Huge compliment! :)
Now I’m picturing adult Simba narrating these. It works!
Thanks for the reminder of your DDI how-to. I need to re-watch it... right, now! haha
Enjoy! :)
Yumble: Teaches us how to build roads the right way.
Graystillplays: "We don't need roads... where we're going..." *Manic cackling*
I find that low density areas with despawning usually work no matter how you build them. The jump to high density traffic is definitely noticable.
I would tend to agree.
It is a good idea to have bicycle and public transit in place for the areas with high density. So that a significant part will skip their car.
Thank you for posting this! This was one of the most helpful tutorials I've watched on how to plan out and build roads. I will definitely be subscribing to your channel!
Glad to help! Thanks for watching :)
That is an awesome trick with the free-form road tool and adjusting the highway one-way roads into the roundabout . Ever since playing, entrances and exits from highways and train tracks never let me normally place where it makes sense.
I highly suggest you all check out YUMBL’s train station start. Hands down the most efficient start as far as congestion tracking and turning off Despawning.
YUMBL: If you're a person of taste...
Me: Parclo incoming!
Couldve been a spui, but parclo is king ;)
@@YUMBL Actually recently my favourite interchange has been your single point parclo, it is amazing for a city start
Oh, thank you! It takes up quite a bit of space, but it works incredibly well :)
I like the Partial clover with roundabouts the most
I watch you and others before I built my first city. So, I had good idea how to start a city.
Glad to help :)
For the "bring your highway in" method personally I really like either raising or tunnelling my highway, especially since the area I start at normally becomes my high density centre. Having a highway break up your centre really sucks.
I also think the roundabout is better than you give it credit for, at least with mods. A three+ lane roundabout with proper lane control can quite easily handle large traffic flows. It certainly beats the hell out of the arterial approach. I think even without mods they can still move traffic quite efficiently, you just need to consider things like bypasses on the straight or 3rd exit if they're the busiest on the roundabout.
I think a modded turbo roundabout is actually competitive with an interchange though. I'd put them both in A tier and a train station and harbour in S tier, since they actually reduce the pressure on a pre existing interchange and let you contain traffic to certain areas more efficiently. In a walkable city a pedestrian link might not even generate a ton of traffic either.
The arterial approach could include roundabouts too. The intersections are really up to you.
surprisingly my first one was not that bad, but tbf I learned a lot from Biffa, the concept of lane maths, TMPE usage, stuff like that. Still learning efficient public transport.
I'm a friend of simple solutions. I started my city using the standard layout and draw a line with a 6 lane road. Then I draw some lines with 4 lane roads, trying to avoid too much crossings. And from those 4 lane roads I started to create my neighbourhood. It took a little time to figure out how to make money now, but when I had enough, I started to draw a "circle" around the first part of my city. A faster way for people coming in and to lessen the traffic on the 6 lane road. It actually worked and my traffic flow is 80% and more. Then I optimized the opening of my city and built something like the diamond interchange, everything fits perfectly. I don't have traffic jam, I'm so proud.
But when I start to expand my city, I guess I'll try something new with my highway. Maybe the diverging diamond
Oh wow... I've just found your channel and my god... your so calm and relaxed.. and your voice too.. just makes me wanna copy you to the square 😅😭😭
I do your third option: I extend those two dead end stubs through the entire length of my city as a 4-lane divided stroad with a roundabout at the far end of my city.
And you can save a ton of munny at the start by using dirt roads and setting your highway budget to 0.
And FWFW, once or twice I just brought my dirt road right up to the highway and made an level interchange onto the highway, lol.
I like that first roundabout start - YUMBL mentions the idea of bringing the highway into the city as a possible upgrade need, and right away I thought of a highway to city roundabout interchange, where you can actually still use that roundabout, with 1 exit and 1 entrance ramp on either side to connect the highway with the roundabout and then connect in 1 or 2 intersections with the city streets to complete the interchange. The roundabout will eliminate the need for any traffic lights too close to the highway that could backup onto the highway and clog it up, allowing traffic to free flow in/out of the streets and highway systems with minimal holdup.
FYI, for the local to collector interchange points, I usually like to have the local streets in more of a trident arrangement, where the locals on the sides bend in to join the central one which along intersects with the collector. That reduces the number of intersections on the bigger road and keeps them more to the smaller roads. If traffic builds up over time, the middle road can be upgraded either to a 3 lane asymmetric or small 4 lane mini collector along the busy part, giving good expandability and flexibility.
That's one of the things I love about YUMBL's videos, he always introduces me to ideas I hadn't thought of myself and gets the creativity flowing on other ways that idea could be adapted to other uses or further enhanced in new ways.
I'm a fairly new player on PS4. Love the first city on Switch. Looks like a sunrise 🌅 Greeting from Phoenix, AZ and I love the videos!
20:56 "OR MAYBE ITS A FOUR WAY INTERESECTION" - YUMB. YOUR DIVERGING. I AM DEAD XD
I personally tear that vanilla interchange out ASAP and typically use a trumpet style interchange, I also like to use the district brush to pre plan zoning ( makes future highway planning much easier to manage in a long build imo)
Damn, you started on the Switch.
I played Subnautica on the Switch and it felt terrible, I can't imagine how hard I would physically cringe out of frustration playing this on it.
Anyways, very awesome videos, I'm glad to have found this channel.
Thank you! The switch port is great until you hit 20-30k population. Then its so slow
I've made cities with all of those options and option A was the best for traffic flow. All other methods backed up traffic coming off the highway.
Can't wait to see what you create in the new 5B1C
My first cities were highway roads straight into a T junction with 4 lane roads, later I started with using a roundabout instead of just a T junction. Both were always modified later to have a highway go through the city
@7:00 the trick in vanilla for addressing that left turn lane is highways. If you add a 3 lane highway piece for a node then you get your two straight one turn lane. It looks funny, but that’s vanilla limitations for ya.
This works well for service interchange lights as well. I usually exit with one lane then split into two lane highway a node then end with a short 3 lane highway piece for all the turn lanes onto a 4 lane overpass.
Yumbl has such good vibes. Thanks for the info good sir.
Thanks for watching! :)
Good information. I have one big issue. A four way Intersection with lights is an upgrade to a roundabout?? 😂
Matmatically yes. An lighted intersection of multi lane roads will pass more traffic than a roundabout. I would recommend looking it up.
@@YUMBL Seeing as it is part of my job I have thoroughly researched the subject. The traffic flow, safety of motorists and pedestrians plus the overall decreased severity of any accidents which do occur is highly documented. That is why countries with less available space, higher population and vehicle densities and faster road speeds almost exclusively use roundabouts.
I can cite a few sources on lighted traffic flow vs roundabouts if you need. I’m at work right now. I’ve absolutely seen that a lighted intersection can achieve greater traffic flow than a roundabout.
@@seanhickling7340 in real life, yes, a roundabout is more efficient, but in skylines it is not
@NviForce no i mean irl as well.
In my first city i build a highway OVER my city because the industry was all the way in the back
There’s a start style not mentioned, which is the one I use. Bulldozing the starter interchange and connecting a small road directly to the highway. For the sake of argument, pretend the highway is sufficiently rural that it can have the occasional at-grade intersection. From there, build sensibly and fairly tightly as a small town on a budget might. They certainly wouldn’t have the funds for a large avenue, and the state wouldn’t think they’re important enough for a proper interchange. Yes, this creates problems later as traffic gets bunched up with a growing town. But then you get to fix it!
Great point!
I often start with a roundabout at the end of the preset interchange, but leave open space beyond so I can upgrade it into a highway in the near future.
Of course, that'd be how I do it if I played legitimately, but with PC, I just mod and look at shaping cities up.
Thanks for yet another fun vid. A great example of a failed A class would be Seattle. Holy f**k does our traffic suck.
Thank you! :)
Thank you for this video, you make me miss this game after I left it.
Come back!
This is great Yumbl but here is what I need. When I start a new city, I need a Yumbl Waze app on my PC that I could key in a highway type and you prompt with, "use a two way road here, No, dude, go 7 segments and THEN use the free form road tool" while I build. lol. Thanks for this assistance. All the best.
Glad to help! :)
Meanwhile, here I am forcing a single turbo-roundabout to be the entrance to a mostly high density, unoptimally laid out city of 40k people. And surprisingly, it works, but only because I have other kinds of outside connections.
And toll booths can also be a way to have more control over how much traffic comes to your entrances at once. And as a bonus, drivers will finally actually be paying for the service they use.
It's cool to see you experience success, I was there on twitch one time, you said you were going to try and upload a few utube videos you had like 2 videos on your youtube channel lol :D I dont really watch twitch anymore because they made me mad when they started recurring billing and didnt notify me...
Anyway, still enjoying your videos, thanks!
lol your first city made me laugh :D i came from sims 4 so mine was slightly better, it was a long road with many connections to it, probably just as bad traffic hahaha.
Welcome back! :)
@@YUMBL I didn’t go, I watch a lot of your videos on UA-cam, thank you 😁
On the first one, the start is very good, except for one thing: I would not put in the south road. If you leave an open, undeveloped space on the south side going as far as you can, it gives you the option to easily upgrade the whole area to a highway or multi lane strict boulevard later on. This can save you from having problems of your further south residents or businesses having to use surface streets to get out to the main highway. It can also help to create a noise and pollution barrier between industrial on one side, and residential on the other.
If you’re bringing the highway in just… do it. With one way roads.
One thing I’d add about roundabouts is that you should provide one less # of lanes than two way road connections. So a normal 4 connection roundabout intersection should have 3 lanes in this starting scenario.
Yes, but what 3 lane road is unlocked at the beginning?
Yuo sure did learn a lot from your first city! :)
I really did. My first 20-30 really 😂
Life, love, and heartbreak…. Lol, you got me there.
We all feel that ;)
Great video, i am working on a brand new city that i just started today and this will be handy, i usually use a roundabout for mine.
I hope it helps!
@@YUMBL It has, i am looking for some PARCLO assets on the workshop at the moment and some other exit types...because i am lazy and don't want to build everything from scratch.
Check out my workshop uploads ;)
@@YUMBL I will as soon as i get up and get back on. Thank you!
I just hit 8% traffic flow with the help of this tutorial. Thanks for getting my city in a major traffic jam lol
Gotta be a record!
The first city I created I started the first way with the roundabout and the default directional half intersection in the game. But at upgrade time I made two tunnels under the roundabout and continued the highway forward and then turned the intersection with the other highway into a turbine intersection. But now I have move it and intend to replace these segregating highways with double-deck viaducts over conventional boulevards. It will be very Tokyo style.
As someone who lives in a rural area, the intersections really aren't that bad. Sure, it adds a stoplight to the highway, limits the flow of traffic, adds confusion, increases road needs, and is generally kind of a pain.
I'd put a roundabout higher than a simple highway to normal road connection in your tier list, because I saw cars distributing evenly throughout the lanes on highway road and roundabout even in vanilla game, when in "arterial" option you end up with one-lane bottleneck when a highway turns into a singular road, which already halves the road capacity. Also a traffic lighted intersection breaks down much easier than a 3-lane roundabout. I was building a vanilla city during the last month and it has 90% traffic (more than in all my modded maps!😳) with 90k population, ao I know what I'm saying
They were on the same tier.
@@YUMBL I know. I'm just saying that in my opinion a roundabout is better despite being on the same tier 🤗
I just began building a freebuild city recently and just shoved the freeway underground to the depth that three lane freeways default to, and did one larger and one smaller half clover mostly underground with just the exits poking out. I didn't bother with the right side ramp that would exit the freeway on the close side of the road it intersects, so I just have the exit going through the u turn. Idk if I should put those in it at this point, I was very unconcerned about freeway traffic. I just wanted to start building a heavily metro based city. It's a bit like Chicago with the elevated rails, but the city is laid out more like a really small LA, but with the industry to the west on the coast, I used the lagoon map, and vanilla, I can't be bothered with learning how to mod this game especially with an epic games install. I put in several lines going to the various stations throughout, I tried to make a north and south loop but the lines don't respect the north loop and it just reversed the train instead of fulfilling the loop. It works well enough tho, and I want to build out an entirely separate, or possibly connected subway. The surface and elevated stations are pretty big, and the subterranean one is essentially a little square lol. It's really silly but I decided to not touch the buses. So I have mostly non-public transit road traffic, then some elevated metro, with a few passenger train stations, an airport and the cruise ships. I should probably just use buses, but roads get so cluttered as it is without them in this game xd I will start on the subway when I get back to it, though the metro network isn't complete yet.
The diamond highway layout reminds me of one of my cities where I built the highway under the city and accidentally did an above ground diamond but the cars phased through the ground 😂😂😂
You wild and crazy road at 9:17 is literally something done along a state highway in my city. Each directoin separated by about 200 ft and every mile or 2 they have an intersection with dedicated u-turn lanes.
Very helpful and informative!!!
I like a modified version of the arterial to highway connection. BUT I always bring the highway down about 60 units and depending on the map build an overpass around 40-60 units that will be the main boulevard for residential and commercial. I build on/offramps going towards the highway on the overpass but not down. then at the underpass i build the arterial connection to a nice long stretch of 24-30 that is a the feed to the main industrial area... LOL AND as I'm typing this you literally figured it out... IF you build from the center of the highway out wards it works much better with a full SEGMENT coming out from each direction...
I think the best thing is service interchange and highway in is the best thing ever
I like bringing the hiway in with the one ways at game start. But I dead end it in a roundabout, then bring two lanes into the straight sections. I upgrade those into two on ramps, one in, one out. As I expand, I add more of these as I move the big roundabout down further. Seems the speed of the highway makes up for them having to go down and turn around to leave.
This video is so useful, thank you!
You’re welcome! :)
7:10 I see that as a major issue. Those, who are coming from west will have to turn left and go back onto the highway, thus the cars coming from west have no access to the city
Yep. Thats why I said to fix it with tmpe.
If you are starting a European city, start far away from the highway and build a temporary dirt road toward it. Once your city grows, you will automatically build towards the highway. This is a very natural way of city growth and you will only have one big traffic jam on the dirt road
I think its also very important to plan and have multiple access points to the various highways and arterials.
For me I use raised roundabouts with on/ off ramps like a diamond. Works really well for me. In fact my whole 85k pop city is an inner highway with 4 lane arterials running off to areas using round abouts and standard in game connections. Sat at 88% traffic on vanilla console mode. I did create an octo-about that works amazing but mine is a mess cos console is limited for design unless you want to spend hours making a round about
greeat video. thank you so much!
WHEN you said "heartbreak" I felt that shit bro 🤣
Build a under ground path in Front of your exit.
So everyone can switch to the other side of the Highway, before they get to your City Exit.
you only got small Tunnel exit wich is barely noticable
I mean , its arkward to See people crossing a Highway with Heavy traffic without crashing 😄
7 years is a long time to experience love and growth. Then again not many games last like skylines.... nor do many relationships.
At least with TP ME I’ve made a single 3 lane roundabout off the freeway last for 25-35k pop.
I build nice boulevards then built dirt roads off of them at the start to save money.
im starting Mr Miyagis vanilla coast map and the starting square is a 4 way hwy interchange. ive tried twice the highway to arterial and my growth on the map is almost non existent. a service interchange isnt possible ( i dont think) so imma try bringing the highway in method. this helps alot. love your interchange videos too btw
Thank you very much! A service interchange would not replace the four way highway interchange, but will absolutely work to get cars OFF the highway. Good luck!
@@YUMBL i think I see what your saying < ill give it a shot lol
When you play, do you use the Sandbox infinite funds option? I'm guessing you do unlimited funds for these demos, which makes a lot of sense.
My first city was a tightly packed grid of only two lane two way streets directly connected to the provided start interchange. And I refused to branch off of the grid and create new spaces with better connections so my poor cims were just jam packed into the most clogged, anxiety inducing grid that just kept growing block by block like a monster 😂😂😂
I feel the pain of the first attempt. I didn't realize I could pause the game and got really stressed out trying to build things way too fast. Everything is so tiny on the screen and so reading tooltips is Hell. Learning by doing and feeling the pain at the sound of the bulldozer. Too real lol
weather the round abought is prefect or not lol my uncle would say. "Can't see it from my house" but remember to if you want to go in middle of the nodes just add a small road to wear you want the main road to connect to the round abought and then delete it it will make a new node on the round abought for you to lock on to
When I built the interchange featured at 20:23, all my Cims would still exit furhest south meaning that half of them were still turning left. I think the game is programmed so they'll get off the freeway as soon as possible in an effort to get to their destination the fastest, even though the all right turns would make traffic flow easier, it hasn't happenen in my experience.
You need to use traffic manager to set up the rules.
roughly speaking, a highway to arterial interchange can handle about 10k population if designed correctly. this assuming you have good load balancing for traffic