The Secret of building BIG Cities without any problems in Cities Skylines | Gamechanger

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  • Опубліковано 25 гру 2024

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  • @BiffaPlaysCitiesSkylines
    @BiffaPlaysCitiesSkylines Рік тому +1213

    That was an excellent video and excellent info too, thanks for sharing 🙂

    • @Drakkart
      @Drakkart  Рік тому +150

      Hey hey who do we have here ;) Thanks for stumbleing in and leaving such kind words man, appreciated!

    • @typhoon-7
      @typhoon-7 Рік тому +17

      Yes high praise from high places! Well deserved. Have some tea

    • @edwardmiessner6502
      @edwardmiessner6502 Рік тому +25

      Biffa, I foresee a lot of highway reworking in New Tealand 😉😁😏

    • @Drakkart
      @Drakkart  Рік тому +21

      @@edwardmiessner6502 actually i'd consier it pretty difficult to implement afterwards without the vision in the very early stages of a city just consider moving all the industry around... in NTL a nightmare.

    • @BeholderinDFK
      @BeholderinDFK Рік тому +2

      simply brilliant

  • @gufu21
    @gufu21 Рік тому +482

    When a man with a German accept starts telling me about order and efficiency, I can't help but pay attention.

    • @zachcusden8969
      @zachcusden8969 3 місяці тому +4

      Lowkey probs coded the game accidentally

    • @FirstPersonLife
      @FirstPersonLife 2 місяці тому +6

      yes they are good at efficiently processing large amounts of things. millions even.

    • @davidm2031
      @davidm2031 Місяць тому +4

      ​@@FirstPersonLifetens of thousands, max. 🙄

    • @chez372
      @chez372 Місяць тому +2

      ​@@davidm2031, you've clearly never visited the camps and seen the infrastructure

    • @davidm2031
      @davidm2031 Місяць тому +2

      @@chez372 don't be anti semitic bro, not cool

  • @daytonpeters4355
    @daytonpeters4355 Рік тому +646

    I love the idea of a tutorial video for the advanced players. You’re absolutely right when you say a lot of people stop their cities after a certain point because of traffic.

    • @Drakkart
      @Drakkart  Рік тому +49

      ikr! so sad we hardly see any of the "good" stuff... i mean cities skylines has plenty of great youtubers but i still feel there is a niche nobody really covers.

    • @azuarc
      @azuarc Рік тому +4

      I know I always do.

    • @DesireeAllen-x4h
      @DesireeAllen-x4h Рік тому +9

      imagine if they did this to cities in real life

    • @Drakkart
      @Drakkart  Рік тому +6

      @@DesireeAllen-x4h gladly in real life people can drive so we don't have to

    • @daytonpeters4355
      @daytonpeters4355 Рік тому

      @@DesireeAllen-x4h that would be so great. We would be living in harmony 🤗

  • @cole5411
    @cole5411 Рік тому +158

    I've been playing for about a year, my city of Belmont has a population of about 360,000, traffic has consistently hovered around 68%
    Industry traffic has been the bane of my existence with every single city I've made, especially Belmont.
    Everything in this video seems so obvious yet every tip was an epiphany. It makes complete sense to isolate supply chains. The way that industry traffic operates has always gone over my head and I couldn't get myself to comprehend how it works, this video has ended a one-year designer block.
    Thank you so much, I'm so excited to make new cities!!

    • @Drakkart
      @Drakkart  Рік тому +24

      360k is impressive! like "vanilla" or did you mod like population stuff or other mechanics for the city surely would fill 25 tiles if stuck to the unmodified vanilla rules. Thank you for your words it really lightens me up being able to inspire people. Listen when your new city let's say crossed the 100k mark put pics somewhere and let me know ;) As mentioned in the video i'd love to see better perfoming big cities for i kinda feel these are under represented. Awesome, thanks for the comment

    • @cole5411
      @cole5411 Рік тому +20

      @@Drakkart completely vanilla, but with all dlcs, believe it or not but entirely on playstaion! I started on the Windfield map, and I haven't expanded out into the water at all. Pretty much every inch of land is either roads or buildings, I used to have a pretty thriving National Park but as that was the last piece of land that I could possibly develop on it unfortunately had to go. There are, I believe, 13 districts in total. Public transportation is a mess and honestly needs to be completely redone. The goal with it was just to see how much I could possibly fit onto the limited land I had, and not to make it the most functional or the most pretty. Frankly, it's not the most aesthetically pleasing City but I tried to give every district its own distinct vibe and character. I'm very proud of it though, I unlocked every building that I could unlock without using scenarios using that city. Every single landmark and monument that meets that condition are placed in the city.
      Unfortunately the way that the city is designed means that if I were to redo the industrial zones and use all of your tips and tricks, I would have to essentially delete half of my city.
      But yeah, it was pretty much one of the first cities I actively put an effort into. Is my first main project after getting past the learning curve that one has when starting the game. I've been working on it for about 13 months at this point.

    • @Drakkart
      @Drakkart  Рік тому +19

      @@cole5411 Damn a 360k city on console! that is - i am truely impressed do you have pictures? even though your traffic is despawning this is still quite the achievment. And it is good to be proud about it because it is no easy feat to pull of. i do not own a console and my playing cities is often delayed because i have to wait for i need to record everything and such. but to keep them working at scale is SOmething to be proud off!

    • @cole5411
      @cole5411 Рік тому +8

      @Drakkart Thank you so much for the compliment! I'll see if I can upload some screen recordings. It's gone through a few iterations, I checked back on previous saves and at its peak the population was 376,000, However the current iteration is at 346,000 after I deurbanized some areas to create suburbs and break up the districts visually. I'll comment on this thread if I upload a video so anyone who's interested can see it!

    • @Drakkart
      @Drakkart  Рік тому +4

      @@cole5411 sure man ;) sadly you can't share it i guess?

  • @TimothyCHenderson
    @TimothyCHenderson Рік тому +231

    I have close to 2k hours in this game and I've still yet to master the industry/fright issues. Great video for all levels of play!

    • @jingbot1071
      @jingbot1071 Рік тому +28

      I too have fright issues while playing. Usually when I see my main arterial roads go full red.
      Cities Skylines is an amazing survival horror game.

    • @matthewcarroll2533
      @matthewcarroll2533 Рік тому +5

      @@jingbot1071 I imagine some of the youtubers whom are Urban Planners and what not take one look at the shit I and others make in Cities: Skyline and get immediate cold sweats from how bad it is, lol.

    • @fb-gu2er
      @fb-gu2er 9 місяців тому

      The things you could have accomplished outside gaming in those 2k hours 😅

  • @briankito1655
    @briankito1655 Рік тому +143

    This may be the most complicated CS video I've ever watched. Which is fantastic. I feel like I'm working towards my CS PHD now... or possibly initiation into the CS Illuminati.

    • @Drakkart
      @Drakkart  Рік тому +11

      This is probably the biggest compliment this video got so far ;)

  • @APAG
    @APAG Рік тому +87

    Honestly Drakkart, you have completely blown me away with this, the city, but even more the analysis of the game mechanics... I'm taking notes :)

    • @APAG
      @APAG Рік тому

      Merk merk eey!

    • @Drakkart
      @Drakkart  Рік тому +5

      ah another connoisseur of gamemechanics ;) Welcome and thank you for the comment feels so good after the work i've poured into it

  • @MrPeterGoldman
    @MrPeterGoldman Рік тому +30

    Nothing like a good while watching a guy with a German accent explain things I understand nothing about and will probably never use.
    Very relaxing.

    • @Drakkart
      @Drakkart  Рік тому

      Haha Thanks for that funny comment ;)

    • @MakeSomeNoisePlaylists
      @MakeSomeNoisePlaylists 7 місяців тому

      I hate that strong German accent....just disgusting. Cant stand it. And I am German....

  • @ManzanaRepublica
    @ManzanaRepublica Рік тому +10

    I was skeptical that this was clickbait but it is actually really impressive, very nice.

    • @Drakkart
      @Drakkart  Рік тому

      Define clickbait ;) i mean i agree if someone puts out such a strong narrative then they have to deliver right. But yeah i get where you are coming from, being sceptical also would reflect my experiences. But nope that was intentional for it is a bomb. being told for 8 years traffic picks the shortest route which just is not the case is a - you know... it changes stuff.

  • @Penfold497
    @Penfold497 Рік тому +6

    It was you who inspired me to purchase city skylines five or more years ago. I played for over 2,000 hours. Thank you.
    The video that blew my mind was one about a dedicated industrial area with one-way roads and one-way rail lines.
    This was before Industries DLC came out so it was comparatively primitive to this, but many of the principles you used then are present here.
    Again you’ve blown my mind and given me a yen for city planning. Your cities are living beings with free-flowing roads carrying cars like red blood cells. Truly a pinnacle of German engineering.
    Also I like the Frankfurt accent. It’s both intelligent and hilarious at the same time.

    • @Drakkart
      @Drakkart  Рік тому +2

      wow cool i was inspiring someone and giving them a hobby they love thats just wow. Man you make my morning ;) but nope that german accent is not from the frankfurt area ;) cool thanks for your comment m8

    • @Penfold497
      @Penfold497 Рік тому +1

      @@Drakkart My apologies on your accent - you sound remarkably similar to science UA-camr Sabine Hossenfelder, who is from Frankfurt.

    • @Drakkart
      @Drakkart  Рік тому +1

      @@Penfold497 no worries i didn't feel offended or anything i just think it is very difficult to get a specific german accent across talking english ;) oh well some regions might still but anyways ;)

  • @theduftmeister
    @theduftmeister Рік тому +5

    at the end, you're right - it's not the most easily digestible content ....BUT... it's a complex mechanism and you did well explaining it.
    I'm about 15 hours onto Skylines, scrapped 2 cities already so this sort of stuff is invaluable. Thanks for taking time to create and post it.

    • @Drakkart
      @Drakkart  Рік тому +1

      Thank you, good to read that it inspires, made my morning ;)

    • @Nox-Eldar
      @Nox-Eldar Рік тому +1

      I'm about 12 hours in, the 3rd city is working out much better, coming from vanilla sim city 4 to CS is a big change.
      May thy city grow and the money flow

    • @Drakkart
      @Drakkart  Рік тому +1

      @@Nox-Eldar thou shall see it growing further... as i am not ready to abandon it for the sequel because of reasons i'd like to discuss in an upcoming video.

  • @alexanderbelice231
    @alexanderbelice231 Рік тому +4

    This is probably the most amazing perspective on how to build in CS. It makes me want to immediately demo my city and start over. Instant subscriber!

    • @Drakkart
      @Drakkart  Рік тому +1

      Thank you! you might want to check a bit back in the let's play playlist forthere are more "unconventional" prespectives on how stuff could/should be approached.

    • @alexanderbelice231
      @alexanderbelice231 Рік тому +1

      @@Drakkart i definitely will

  • @DesertCow1000
    @DesertCow1000 Рік тому +9

    This is high-level, had to rewind a couple times! Loved it. Epic evaluations, thank you.

    • @Drakkart
      @Drakkart  Рік тому

      Thank you for that comment man cheered me up! and sry 4 l8 response ur comment was hidden...

  • @N0W3P
    @N0W3P Рік тому +12

    The roadway visualization with industrial location ingress and egress was really helpful. Nice work!

    • @Drakkart
      @Drakkart  Рік тому +2

      Thank you! yeah i thought for better visualization it would work better looking at it isolated from all the clutter around in my city.

  • @raistormrs
    @raistormrs Рік тому +17

    So far, i went with Biffas saying of "as little TMPE lane connectors as possible" but to force the trucks into each lane for their exact destinations does make sense, i need to give this a try.

    • @Drakkart
      @Drakkart  Рік тому +2

      i mean if you are fixing a junction and you do not want them to make a left turn there then the arrows tool is totally sufficient but in some cases you need to bring out the big guns. Thanks for the comment

    • @raistormrs
      @raistormrs Рік тому

      @@Drakkart may i ask, since you have a bunch of rules for yourself, do you have rules on how you use/place postal services, banks and pedestrian service points? those are the ones i'm still a bit struggling with to the point that my postal service has now it's own dedicated cargo hub... 😅

    • @Drakkart
      @Drakkart  Рік тому

      @@raistormrs there is a mod called show-it. basically it helps with figuring out how not green enough a building you click on really is. i go by anything below 15% is critical. i don't own the finacial districts dlc for i was like nawww don't like the buildings does not add really cool game mechanics and basically is a moneycheat i don't need so i left that asside. and actually regarding plazas and promenades i kind of felt like this a bit as well. i got it but the service point mechanic feels atificial why couldn't just the normal services be used and just regular traffic be banned what is that all about... so i am doing a pedzone next episode of drakken but it is so small that the first servicepoint is able to handle it. so i am not to good on giving advice on these. should i enlarge it - which is an option i need to think about i would need a cargo point additionally. so that could be fun but besides using the new roads which came dlc or soon after i have not really messed with the dlc to much because well i am planning the series ahead for month. so... i intend to work P%P in but not the next 4 episodes which are already set in stone.
      so i place the buildings where they are required and i love to put the postalservice into that one corner for it fits so nicely that is the only advice i can give you there they fit in pretty much everywhere i feel.

  • @petergriffin383
    @petergriffin383 Рік тому +10

    I just started playing Skylines 2 days ago, I'm having a hard time making connections to freeway overpasses and cloverleaf's. You are a true professional, thanks for making this video. Maybe one day you can teach how to deal with the issues I'm having

    • @Drakkart
      @Drakkart  Рік тому +1

      hmm this should help. ua-cam.com/video/JtafUmFJ1sI/v-deo.html if not please explain in a bit more detail what exactly you are struggeling with.

  • @bchristian85
    @bchristian85 Рік тому +22

    Realistic population mod combined with Citizen Lifecycle Rebalance. The biggest problem with large cities using vanilla simulation is the death waves. They become difficult to keep a handle on once your city gets passed a certain point. These mods solve that issue without resorting to something like a "no deathcare" mod. My city is around 600,000 and I have no issues.

    • @Drakkart
      @Drakkart  Рік тому +1

      you can mods the game to death no question but try the same with just these quality of life mods.
      steamcommunity.com/sharedfiles/filedetails/?id=2214078089 my entire list of mods and assets.

    • @ZlataChernis
      @ZlataChernis Рік тому +3

      @@Drakkart realistic population IS one of the greatest quality of life moids. It brings much more realism into the city, as having a skyscrapper with 100 workers goes against all logic. So the mod is not for chasing big numbers in the first place (116k still sound like quite not established yet city even for vanilla for me, decent job done is around 260-280), it's having believeable proportions of residential and shopping/offices areas.

    • @Drakkart
      @Drakkart  Рік тому +1

      @@ZlataChernis maybe it is an awesome mod maybe it adds realism bu i just want to play the game as it is. i gave my small set of mods some grafical others building related and the last thing i added was rico. so you know i just want to play the game not to much careing about making it realistic. i just love to beat games.

  • @michaelknead
    @michaelknead Рік тому +13

    Always optimizing for game
    mechanics. Good stuff!

  • @Qwertyuiop4409
    @Qwertyuiop4409 Рік тому +4

    Great video! Cant wait to see you build in CS2 ! Watched second time with mute just for a buity of it! Few ideas were new to me but what realy made me WOW is how you were able to impliment all these concepts with no cost on estetics. Would love to see you build 1 Million city !

    • @Drakkart
      @Drakkart  Рік тому

      Glad you enjoyed! and sorry for late response just found many hidden comments. 1 million - probably not in cities sjkylines i know it is possible but i would not consider these abominations cities anymore. but hey supper happy you enjoyed it!

  • @hahahello7519
    @hahahello7519 Рік тому +3

    Danke dir für das tolle Video! Mega tolle Stadt und sehr schöne Erklärung und Visualisierung deiner Problemlösungen. Effektiv verlagerst du den Flaschenhals, den Straßenzugänge beim Zusammenkommen bilden, auf den Zeitpunkt NACH der Entscheidung für die zu nehmende Richtung.

    • @Drakkart
      @Drakkart  Рік тому +1

      Dankeschön für den netten Kommentar! Exakt erkannt dadurch teilt sich erstmal der vekehr in kleinere stücke die dann weniger probleme beim zusammenfließen haben.

  • @ryan51342
    @ryan51342 Рік тому +6

    Im definitely going to need to rewatched this a few times while I build my cities, I'm playing in console so road layout is always so difficult for me to get right.

    • @Drakkart
      @Drakkart  Рік тому

      sounds good to me ;)

    • @WE_DONT_LIE
      @WE_DONT_LIE Рік тому

      Use one ways to direct traffic in industrial complexs

    • @robertmcgee8734
      @robertmcgee8734 10 місяців тому

      Buy a keyboard and mouse for console

    • @robertmcgee8734
      @robertmcgee8734 10 місяців тому

      It wil change your life

  • @chrisklugh
    @chrisklugh Рік тому +2

    I'm just getting into Skylines from my memories of a kid playing Sim City and absolutely addicted now. Blown away about the detail. Also quite nervous about the tediousness of it too. But I may very well be a junky now! lolz

    • @Drakkart
      @Drakkart  Рік тому +1

      yep still thebest city builder out there as date ofthis writing.

  • @Dude-ILLigence
    @Dude-ILLigence 12 днів тому

    Your city and your understanding of this game makes me ashamed of how I'm blundering through my let's play of this game. Absolutely incredible!

    • @Drakkart
      @Drakkart  12 днів тому +1

      wow! I take that as a compliment. So thanks a lot! but don't be bitter toward yourself. enjoy the ride while keeping improoving. the best way to learn is to fail and then fix stuff.

    • @Dude-ILLigence
      @Dude-ILLigence 12 днів тому

      @Drakkart 100% what I've been doing. *Builds a settlement* *spends 5 episodes working out traffic issues* rinse and repeat 🤣

    • @Drakkart
      @Drakkart  12 днів тому +1

      @@Dude-ILLigence hmmm well maybe you are learning resistant then LOL jk if you have something specific you need to know let me know...

  • @astrorighteous1953
    @astrorighteous1953 Рік тому +4

    This is supremo info, I have already watched 3 times, more to come. You went over so much info so quick, and not that I couldnt follow but I wish you would spend a little more time showcasing the actual build to see more detail in the road networks but I guess I'll just have to sub and watch your series.

    • @Drakkart
      @Drakkart  Рік тому +1

      tbh i know, sadly i did rush some parts which would deserve a better and broader explanation. but the audio was recorded and the video had to fit in for i needed to publish to keep my "schedule" youtube woes if you let me know which parts you consider hard to understand i'd gladly pick them up again with a little bit more effort on the the digestability.

  • @sim_michele
    @sim_michele Рік тому +5

    I'll be watching this more than once -- this is brilliant information, and a ton of it. Thank you!!

    • @Drakkart
      @Drakkart  Рік тому

      Thank you for that comment. And yes i totally understand for it was a lot really but i also couln'dt split it for it all is interconnected... so.

    • @sim_michele
      @sim_michele Рік тому +2

      @@Drakkart I wouldn't have wanted you to split it -- this is perfect.

  • @ikywTROUBLE
    @ikywTROUBLE 5 місяців тому

    This video was so helpful, thank you so much! Watched this two days ago and completely changed my highway system in my city to separate cargo traffic from residential traffic :D

    • @Drakkart
      @Drakkart  5 місяців тому

      cool someone got my point that is nice to see! Thanks for sharing.

  • @YouWillBeOffended
    @YouWillBeOffended Рік тому +30

    Great stuff. Lots of good tips even for vanilla players.

    • @Drakkart
      @Drakkart  Рік тому

      Thanks! YWBO i mean those myth i feel really held us back all those years.

  • @unstopology
    @unstopology 3 місяці тому

    Absolutely fantastic, thorough video about traffic. I think the biggest planning problem for me is that modes of transportation are unlocked as you progress, which makes it hard to plan unless I "cheat" and watch something like this. I end up having to gut parts of my city to make space for new transportation. Also, wrapping my brain around traffic flow is mind-bending sometimes. 😱

    • @Drakkart
      @Drakkart  3 місяці тому +1

      or you do it how i did it in the series. you build stuff not careing for you know you need to tear it down somewhen later in the game to then do proper planning. But yes pretty much the game eally starts closer to the last milestone when most stuff had unlocked. and then you must not hesitate to raze an entire area to rebuild it properly. i mean if you have followed the series thre are exceptions like ok i can make this pretty because this is supposed to stay... so let's actually put some effort into it but most of the growing phase was - not pretty ;)

  • @stevenbalekic5683
    @stevenbalekic5683 Рік тому +23

    I think I've mastered how I build my cities...I've made many cities with around 300,000 population and 89% free traffic flow (despawning off of course).
    First thing I do is build lots of roads to connect the city together (I don't make urban islands separated by motorways and few connections), then as traffic builds as I populate new areas I add public transport and freight links.
    Also tweaking intersections to have turning lanes and using node controller to slightly enlarge each intersection also greatly improves flow.
    Usually my city ends up crashing due to too many objects in it.
    P.S ...I have 32gb of ram, on the loading screen mod the ram and other memory goes orange or red...if I put 64gb in will there be much difference to the game?

    • @Drakkart
      @Drakkart  Рік тому +4

      this sounds good man. yes i think more memory would suit your builds then ;)

  • @CitiesByDiana
    @CitiesByDiana Рік тому +3

    Excellent video, CS is truly an art form in and of itself and this video proves it.

    • @Drakkart
      @Drakkart  Рік тому +1

      Thank you! This really lights up my heart. For it is so rare peple see that.

  • @Seikatsu121
    @Seikatsu121 Рік тому +2

    0:43 WOAH! How did you make that insane train station?? Please, I need this in my city

    • @Drakkart
      @Drakkart  Рік тому +2

      that metro station is part of the trains and stations content creator pack.

    • @Seikatsu121
      @Seikatsu121 Рік тому +2

      @@Drakkart oh boy, here I go spending money on a game whose sequel I already pre-ordered

    • @Drakkart
      @Drakkart  Рік тому +2

      @@Seikatsu121 haha awesome... acrually that is a must buy imho so great stations.

  • @CardboardArm
    @CardboardArm Рік тому +2

    7:00 The destination picked by industrial is determined by production cycles. Industries don't 'wait' with their deliveries, every simulation cycle of the game, CS matches every building with products to deliver to buildings with a need for that product. If the nextdoor neighbour has the same product on offer 2 seconds later, too bad, the truck from across the city is already underway. See the Steam guide Explained: Vanilla and DLC Industry.

    • @Drakkart
      @Drakkart  Рік тому

      as warehouses are always demanding the probability of delivers going in that directions is always given. those shown at 7:00 are set to empty meaning as they always demand and always empty they serve very well for collecting all the processed goods from the processing area and then were supposed to use the shortest route to bring them further to the actual supply hub warehouses for this industry area which sits right next to the entry of that entire industrial area. So much in regards to your comment on the production cycle.
      The point i wanted to make here is that the cargo station which only would allow for external shipping. still gets targeted by parts of this industry area closer to it than to the actual cargo station within the industry area for which the roadnetwork was optimized for. the industry on the top left still considers this cargo train station "the shortest route" even though they actually have to drive big circles form one optimized area to another with totally different purpose, - the shipment and keeping stocks full of raw materials next to the storage facilities - station shown at this point in the video.

  • @AnonSnark
    @AnonSnark Рік тому

    wow. the artistry and knowledge here is absolutely breahtaking. THIS! Thank you SO MUCH.

    • @Drakkart
      @Drakkart  Рік тому

      Glad it inspired and maybe also helped a little.

  • @enderhoplite8048
    @enderhoplite8048 8 місяців тому +1

    For a sub10 min video this is amazing! I'm always planning 'realistically' but I might need to start integrating 1way train sets, and gosh so much good information 💜💙💜

  • @willb3636
    @willb3636 11 місяців тому +1

    I realize it’s just a game, but I would argue that a high traffic flow rate is actually bad. A high traffic flow rate generally comes hand in hand with a car centric city, which personally I don’t see as ideal. I always try to keep highways outside of the city center and have as few large arterials as necessary. It definitely helps me to kind of think of a large city as a bunch of small individual cities put together, therefore less cross-city travel is needed

    • @Drakkart
      @Drakkart  11 місяців тому

      you have not followed the cities progress but that's ok. it is definitely not car centric otherwise they would not use PT that excessively. in a later video you an see that even implementing a cycling network throughout the city does hardly pull from the PTs attractiveness. But where you are really wrong is the notion of big city = multiple smaller cities and therefore cross connection should be limited exactly th oposite is the case the bigger your city gets the more important it is to give them multiple possibilities to get to their destination otherwise the treaffic would be focused on the few possible pathways and thus you'd create a nightmare at these bottlenecks. interconnectivity is key to keep bigger cities functional.

  • @leoc544
    @leoc544 Рік тому

    Now THATS smart stuff on managing big cities. I’ve been trying to do some of the stuff you brought up in this video such as the sectional industry areas and accessory train tracks dedicated to specific destinations and you helped me visualize all of that a lot better, so thank you. And thanks for letting me know there’s a way to prevent the barely empty trains from roaming around and clogging my network. Huge help.

    • @Drakkart
      @Drakkart  Рік тому

      Thank you! That is so cool to know that there are more people out there which are eager to apply such stuff to actually play/beat the game. i mean you could mod everthing to death but that is not the same as trying to beat the game on it's terms. So thanks for the comment man!

    • @leoc544
      @leoc544 Рік тому +1

      @@Drakkart don’t mention it! I play on Xbox so modding isn’t an option. And as a guy from São Paulo it makes me really happy to put to use some truly advanced big city stuff I grew up seeing and treating them as normal infrastructure solutions. That said, it’s slightly frustrating to see so many “pro tips” on UA-cam that would never ever work on a mega city such as that so it’s refreshing to see *actual* big city tips and tricks for once. Great content man, thanks once again!

    • @Drakkart
      @Drakkart  Рік тому

      @@leoc544 well concerning myself i keep going till the game hits it's limits i just wonder if my hardware is as enthusiastic as well... greetings down to brazil then nice seeing an international crowd here.

  • @Mongolopolis8
    @Mongolopolis8 Рік тому +2

    I have over 4300 game hours and at this point I have build countless 500k-800k Cities without any Traffic Issues. Getting at least 92% is no issue for me at all.
    After building your usual highway Distopias with overly Complicated Junctions, 4 or even 6 Lane Highways I too have noticed that most people are playing this game extremely wrong.
    Let’s Beginn with my observations:
    1. Public Transport:
    After one of my mods broke my subways, I have noticed, that you do not need any form of public transit whatsoever.
    More so, the usage seems to be capped, as there is a very low agent limit.
    I do not think, that I have ever seen more then 8k total users per week, eventhough looking at all stations individually gets me a number well in the 20ks.
    I completely gave up on busses ant metros.
    I only use Trams for connections between districts that are at most directly next to each other, or are so small, that building a full Rail line would be completely Bonkers.
    My Tramway usually uses its own right of way though. Think about it more like the German „Stadtbahn“ (combined Tram+Metro) then a tram.
    Then the big Trains for further distances in the city itself (About every 3 Districts)
    I sometimes use the Monorail, when the space isn’t sufficient for a conventional solution.
    2. Highways, Roads and Road Hierarcy
    I Never Build my cities with so called Highway islands, as I always thought, that the system is unrealistic and inefficient.
    I usually had quite large interconnected City Districts with highways running through them.
    A small inner Circle and a bigger outer one.
    All of them connected by Radials with two of them actually completely crossing the city Center.
    That Setup, combined with my Superblock Type mixed zoning eradicated traffic so well, that I started to actively sabotage myself by placing industry Areals completely Spread out in my city.
    But even then nothing happened.
    In some of my more recent cities I started to experiment with removing Highways and expressways altogether, and I think I found the „perfect solution“ for almost every city:
    Simply employ true 70s „Car optimised“ infrastructure. What does that mean?
    First of all, you need to completely separate all 4 Types of regional traffic.
    A.) Traffic that just wants to pass the region
    B.) Traffic that needs to get from the outside of the City to a place well within the city
    C.) Local Traffic (Cars that leave the Highway after only 2-3 exits)
    D.) Extreme Local Traffic (Cars that want to go from one district to the Adjacent one)
    For A.) you build an external connector, a 2+2 Highway will suffice.
    For B.) and C.) you build a Ring Road about 2/3 away from your city center. This is where it gets interesting though: instead of a normal Highway, you will actually build 2 Highways directly in each other. One serving as a Main Road and one as a collector and distributed. C.) Type Traffic will never use the main Highway lanes. You can use Tempolimits and TM:PE for this AI behaviour.
    Those exits don’t connect to your districts though.
    They connect directly to a network of 4 or 6 Lane S-Troads, that also acts as the connection for D.) Type traffic.
    You never need larger roads then 2+1 in your districts.
    This alone will complete solve most of the traffic issues.
    Even the Industry one.
    Roundabouts are completely useless. Every optimised Traffic Light is way more efficient.
    You need neither one Way Roads, not any other tricks.
    Not even in the Industry area.
    Simply keep the Industry area strictly Layerd.
    3. Zoning and City Planning.
    I have build cities in almost every Style by now.
    And interestingly enough:
    Not the American, but the European style of city handles the worst traffic wise.
    My personal preference is the soviet style though, with large Alleyways, Trees, Parking yet still extremely pedestrian friendly „Small cities within a city“ with their own amenities and shops.
    Cims LOVE to bike when you construct proper, well usable infrastructure. I try to build grade Seperated Bike-Highways through my cities, and they almost completely replace type D.) traffic .
    It might not look like much at first, but bleibe me: this alone has a bigger effect on traffic then Public transport.
    It’s just important to connect everything to the system.
    To make it short.
    1. Don’t Build Highways in the City
    2. Don’t Build large roads
    3. Ignore public Transport completely
    4. Invest in a solid Bike Way System
    5. Seperate Traffic Types
    And that’s it. Your only downfall from here on out will be the deathwaves and their influence on your ballance.
    Hope I could help someone that bothered to read this

    • @Drakkart
      @Drakkart  Рік тому +1

      400 -600k in cities sklyines means though that the agent limit is already drastically reducing the amount of traffic on the streets. for you shouldn't be able to do this within 9 tiles am i right?
      besides that very interesting ideas! I just don't get why your Band C type traffic shouldn't as well use a highway ring system that pretty much connects all parts of the city and the external world at the same time? yes you need to make sure it does not get abused for through traffic untill the mentioned agent limit kicks in but i actully like the looks of them. yes they must not seperate the neighbourhoods 4 sure but they are offering a lot of opportunities like usin the highway as well as running train lines beneath them. or offer parking lots or such stuff. but interesting concept split the traffic into such catagories. personally for drakken i wanted one industry area just to proove the pint of that is not impossible as cities skylines cities are so small they should be able to handle that. a few episodes after this video i was installing the city wide bike network and as you prophezised there is a limit of cims using pt i had 12k before and the biking network didn't remove further traffic just cut into the public transportation usage. Oh man so looking forward to CSL2 for a really good simulation to tinker with.

    • @Mongolopolis8
      @Mongolopolis8 Рік тому +2

      @@Drakkart The main Reason for splitting Category C is the Lane Merging AI.
      By simply using one Continuous Highway for everything, the Outer 1-2 Lanes will become a permanent nightmare of Agents trying to merge on and off the Highway. This leads to congestion on the one or two middle nodes, that are between 2 Exits. The only other way to combat this, is to unweave your System by building Turn-Left-to-Drive-Off Exits.
      But even then you will have agents that now have to cross 3 or more lanes.
      All of that will lead to AI-Freakouts and slowdowns, which reduce traffic Flow and induce Phantom congestion points.
      I use a special mod, that makes the amount of people living, working or shopping at Buildings more realistic. Which drastically increases the amount of Cims per building.
      I think my biggest asset has more then 1400 Households living in it. And they all have cars, Bike and the desire to move, which makes it possible to have more realistic density in my city.
      Let’s face it, 30-50 Households in a basegame skyscraper is laughably low.
      It should be at least 100-150 Households.
      The Agent Limit is a real pain in the Ass. While it does ease traffic, it will inadvertently lead to all of your public services shutting down, as the CSL-Agent Limit is capped at around 1200-2500 units (I honestly don’t remember anymore). This will lead to trash and deathcare falling apart, crimewaves, huge fires and essentially pandemics.
      It completely destroyes the savegame.
      I really hope that CO fixes some of the stuff. Especially the agentlimit for Cims. Being able to Cheese the system by making Cities more Accessible for Pedestrians, and such removing agent capacity for cars is just such an immersion breaking problem.

    • @Drakkart
      @Drakkart  Рік тому

      @@Mongolopolis8 well the thing why the density in vanilla houses is so low is probably that they knew about the agent limit and not everyone of a household is on the move all the time. so these work together an try to mimick some sort of realism but i hop we will get a better more realistic population with the sequel.
      actually since i hardly have traffic in the city i don't really know about these merging woes you described.

    • @realityextractor1956
      @realityextractor1956 25 днів тому

      ​@@Mongolopolis8 I thought I previously posted a reply, not sure what happened. Love your writeup. It would be amazing if you could post a short video overview of your concepts, or perhaps an illustrated Reddit or Steam posts/guide. A lot of players would benefit from advice that is different from that of most of the popular UA-camrs. I am interested to see what your ring road looks like. Two highways in one isn't super clear to me when it comes to B and C traffic. Same with your 4-6 lane road layouts. Thanks in advance!

  • @blink4711
    @blink4711 Рік тому +3

    Great video. Pointed out a lot of things I'm doing wrong. Just trying to get my head around not connecting freight to outside cities. Do I just have a dedicated station for that or just use shipping? Fantastic way you show things.

    • @Drakkart
      @Drakkart  Рік тому +2

      I allow imports just into the industry area but not into the city. and exports just from the industry area. all via rail freighters and if they really want to they could even use the highway but making the other options more appealing is big part of the trick.Thank you for that comment man, apprciated!

  • @RahhmiPoofs
    @RahhmiPoofs Рік тому +1

    thank you for the applauding =]
    Great video! You do excellent work! oh look Biffa was here...

  • @Darko96SRB
    @Darko96SRB Рік тому +1

    love the video man, great explanation esp on industry traffic

  • @d1c8
    @d1c8 Рік тому +7

    Well... I just wanted to build a city without having to have a PHD in traffic engineering T_____T

  • @nilamelody
    @nilamelody 4 місяці тому +1

    Just got into playing the game, survived my first death wave at 6th years mark, and now I'm watching this content thinking what I just dealt with is measily a minor annoyance rather than game ending disaster as I initially thought.

    • @Drakkart
      @Drakkart  4 місяці тому

      you are pretty much right about that... deathwaves are terrifying but once you know how to expand they become minor annoyances ;)

  • @dinocarpetner7742
    @dinocarpetner7742 28 днів тому

    Good content and nice explanations. You have a new sub!
    I think you should add few dad jokes to enlighten your already positive narrating personality.
    Keep up the good work :)

  • @jordanarsenault3952
    @jordanarsenault3952 3 місяці тому

    0:42 i saw that metro and i was literally like HWAT HOW ON EARTH DID YOU DO THAT JESUS IT ACTUALLY IS ART

    • @Drakkart
      @Drakkart  3 місяці тому

      HAHA yeah well let's say i picked my shots for this video wisely ;) but no that is an asset from the trains and stations ccp. and yes it is a masterpiece that i love as well which is why i picked the shot when talking about public transport...

  • @babbaracos
    @babbaracos Рік тому

    I play like you and reached a population of 460 000 ish... Then I got some performance issues... Love playing g that way tho. Not too much detail,, but high on traffic! Love the video! Subbed!

    • @Drakkart
      @Drakkart  Рік тому +1

      I knew i am not alone out there Thank you man!

  • @BCMears
    @BCMears Рік тому +1

    Awesome to see such a small channel get so many views and comments.
    This video will be a HUUUUGE help building. I too usually give up because I cant be bothered with self inflicted traffic problems haha!

    • @Drakkart
      @Drakkart  Рік тому

      And solving these problem, though yes it is finicky but also so satisfying once you solved it. This is the best feeling i figured Cities Skylines has to offer i mean yes we can spend all day making it look pretty but knowing it works, like without mods that change everything in our favor, this is the best. So yeah about time such a channel gets a bit of attention and show people this kind of beauty as well don't ya think ;) Yeah i am very happy about this video taking off like for realz.

  • @Sxtsxmx47
    @Sxtsxmx47 Рік тому +1

    Viele Infos, die ich noch nicht kannte. Hab es direkt mal auf meine Stadt angewendet. Funktioniert sehr gut. Danke dir! 😅👍

    • @Drakkart
      @Drakkart  Рік тому

      ach super und dir danke für den kommentar und sorry für die späte antwort gerade ne menge alte kommentare entdeckt.

  • @MrBlkleaf
    @MrBlkleaf Рік тому +4

    Wow never heard of your channel before. I love how you talk about building a city. I just kinda throw things down and hope for the best haha

    • @Drakkart
      @Drakkart  Рік тому

      haha well atthe begining i also do this but then i am thinking about what the landscape might dictate and then i start more detailed sections. untill much later when i finally know how else the area has to be transformed and then i can finally detail it.

  • @1lllllllll1
    @1lllllllll1 Рік тому +1

    Okay, I am watching his several times and it’s still hard to absorb. I kinda wish this was a series, broken into multiple videos, at a slower pace.

    • @Drakkart
      @Drakkart  Рік тому

      well it actually forwards you to the lets play series and lots of the topics i also cover in other videos from different viewpoints so maybe that would help. but i agree the video at a specific point can be a bit overwhelming. it is just it seems people don't seem to get it otherwise.

  • @R_SENAL
    @R_SENAL Рік тому +7

    I have one city I maxed out population on at just over a million. I do a lot of what you do, but I do 2 extra things that no real world city would ever be able to do. I centralize my waste management off in a convenient corner, then I build tunnel highways that all go from there to strategically placed Waste Transfer facilities, and I use traffic control to make sure only service vehicles can use them.
    Once I saw how well that worked, I started building direct connections underground to each industrial area so there would always be hidden highway supply lines between Mining, Farming, Foresting, and Oil drilling/processing. My traffic usually stays above 90% efficiency.
    This is as far as I can recall though, I haven't played in months because all my mods got broken and I was too frustrated to fix them. 😅

    • @Drakkart
      @Drakkart  Рік тому +3

      at a 1 million city you ran out of agents to represent the traffic ;) i think that limit is reached by around 400k anything beyond will just spread the available agents further thus increasing traffic flow percentages ;)
      But cool beans! still getting to the limits of what thegame can handle is very impressive. and yes i had those tunnels kinda as well but once i saw how well the roadhirarchy+ worked i removed them initially the cargo stations would have gotten their own underground network but it was not necessary... and in the industry elevated direct highway counts as well ;)

  • @SuperPol1981
    @SuperPol1981 Рік тому +2

    4:50 you’ve never been to Belgium, clearly. It’s a very accurate simulation!

    • @Drakkart
      @Drakkart  Рік тому

      you are right i have not been to belgium yet but i know one thing for certain here in germany if there is an industrial thingy they have their own yard for goods in and goods out away from the street. for the street is for driving not stopping and loading or unloading.

    • @SuperPol1981
      @SuperPol1981 Рік тому

      @Drakkart Belgium would be like the ”end boss” for all the CS youtubers who fix a city’s traffic.

    • @Drakkart
      @Drakkart  Рік тому

      @@SuperPol1981 i doubt that if it had to be every building gets its own road to mimick real life and done - belgium is real right? *giggles*

  • @josephthornburg5244
    @josephthornburg5244 Рік тому

    This was extremely helpful. I'm a new player but I'm at that stage on my first map where I'm noticing these traffic issues already. I've done pretty well mitigating traffic stoppages on roads (90%+), but it was exactly as you stated in the video about how to manage freight transport that was creating issues when I wanted to add rail. Another thing I didn't consider was industry placement in terms of extraction vs processing and storage. I thought I was doing myself a favor placing storage buildings nearby but all it did was clog up my roads, especially after I built a cargo station. Great vid.

    • @Drakkart
      @Drakkart  Рік тому +1

      Man This comment made my day! Thank you! I love it when people get what i have to share and see what i am trying to do and it helps them building better cities! awesome you let me know if you have further questions for i am working on a industry expansion episode so maybe i could adress them in the next real episode

    • @josephthornburg5244
      @josephthornburg5244 Рік тому +1

      @@Drakkart The other thing I really appreciate about this vid is you crammed a lot of really important info into a short vid and stuck to base concepts. I like anything that explains things fundamentally like this. This way I can take that information and apply it to my specific situation. Again great stuff my guy.

    • @Drakkart
      @Drakkart  Рік тому

      @@josephthornburg5244 yeah i mean just showing the city doesn't cut it. because there you see the principle applied twisted cramped into all this noise a city generates. so to actually get my point across we need to get the noise out of the way and that is best demonstrated on a blank slate and then just explain the concept because to deal with elevation changes and or other existing infrastructure to tug it in between that is the fun part to be left to my fellow mayors ;) i mean that is the fun part right ;)
      but first you need to know what to do and then apply that and - with proper exectution - hopefully be amazed at the outcome.

    • @josephthornburg5244
      @josephthornburg5244 Рік тому +1

      @@Drakkart Dude... I let these concepts cook for a minute. I seen yinz had water pumps right next to treatment plants. For whatever reason that got me thinking about the fact that my city is basically exporting TRASH as well. What this did was cause me to break this idea of putting all the dirty buildings together and separate them from my industrial traffic as much as possible. The oil I'm importing is also separated. This video as you said, hits the nail on the head.

    • @Drakkart
      @Drakkart  Рік тому +1

      @@josephthornburg5244 you know it really makes me happy to have a video that actually finds my audience for me ;) getting this appreciation is priceless. Thanks again man.

  • @jonathanmarsh8119
    @jonathanmarsh8119 Рік тому +1

    This is pretty cool, but is this with despawning off? That makes a huge difference.
    I have just started a quick city to play around on before Cities Skylines 2 comes out. One of the main things that I make sure that I have is a diverse rail system with lots of warehouse nodes. It allows a lot of goods to be to transfered around without having a lot of trucks.

    • @Drakkart
      @Drakkart  Рік тому

      yes. well i am planning on expanding it soon again...

  • @MrGNV_
    @MrGNV_ Рік тому

    It's 4am and I find myself asking... why am I watching this now and melting my brain lol. I have this video saved for when I wake up and my brain is more "active". I have 1k hours in CS and I think you just gave us the winning lottery ticket to solving our industry problems!

    • @Drakkart
      @Drakkart  Рік тому +1

      you let me know if the awake brain was able to compute then ;) well i try, share what i figured out and you know... it's the fun stuff getting a game to actually work ;) xou watch out for the next one i tell ya already.

  • @adwareyt9852
    @adwareyt9852 Рік тому +2

    I've always noticed that most trucks will use these routes and will utilise trains if given the option, but some will still opt to drive on the highways for long distances to make a delivery.
    The tip about keeping my cargo hub seperated from the outside network is definitely helping. I never noticed how much the off-map freight was jamming up my cargo hub. I was wondering if the same principle applies to a cargo airport hub though? It seems like it would.

    • @Drakkart
      @Drakkart  Рік тому +1

      Well i am definitely not give it the opportunity to do so, should i ever build an airport soon ...

  • @AdamBurianek92
    @AdamBurianek92 Рік тому +4

    Another suggestion regarding of trucks at the warehouses is to use the Building Spawn Mod (cannot remember the actual name of the mod). You can set up, where exactly your trucks spawn and despawn, so you can set your points further from the roads. That means your trucks won't block entire road. 😎

    • @Drakkart
      @Drakkart  Рік тому

      You could consider it a solution, i don't because the thing is - there are two kinds of mods, one being the ones which just alter your experience, the other kind os aditional dependencies because they need additional data saved in your safe files.
      Move it- for example does not require additional saved data, once move and the game safed the game reloaded will be the same even without the mod. tmpe for it's settings requires additional data meaning loading a game without the mod will erasethe mods settings. same would be the case for the mod you mentioned. My phylosophy is to have as few as those as possible. So yes you could do that but i really try to keep it as light as possible on those. ok now that the game is final and new updates won't be coming anymore your solution becomes more viaable but as a content producer i must not be hindered by updates waiting for all my mods are back updated.
      So yeah the fewer mods which can break the better was always my philosophy. and personally i rather ise your mod for actually supplying commercial buildings from the rear... but that would mean to also change my city to allow for that.

  • @demondragon24
    @demondragon24 Рік тому

    Good God, I have watched this twice now and will need to rewatch it again, so much info!!!

    • @Drakkart
      @Drakkart  Рік тому

      ;) ain't gonna stop ya ;) Thanks for the comment man ;)

  • @hsquirrel7407
    @hsquirrel7407 28 днів тому

    This content is so good. One suggestion, at 5:30 it's hard to listen, look and hear the hardcore electronic music too. I'd suggest it being softer there

    • @Drakkart
      @Drakkart  28 днів тому +1

      yeah agree i should have gone a bit slower on that segment. it is a bit much at the same time.

  • @thisisnotthechannelyourelo407
    @thisisnotthechannelyourelo407 Рік тому +1

    i just pull buildings back away from the road using MoveIt so the trucks dont block traffic when making deliveries. You can also use the mod that allows you to change vehicle spawn/drop off points.

    • @Drakkart
      @Drakkart  Рік тому

      does pulling back help?
      well true there are more mods to do such stuff but i prefer a closer to vanilla and "how the game should have been" set of mods.

  • @jackblack1675
    @jackblack1675 4 місяці тому +1

    I feel like I just got the syllabus for a semester long class. Great job, though. Looking forward to getting up to speed!

    • @Drakkart
      @Drakkart  4 місяці тому

      well yeah it was packed but better in a short video then spending hours on the internet with lots of sideway distractions and false myth

  • @plazasta
    @plazasta Рік тому +1

    Just to reinforce a point: if you wanna make railways the most enticing mode of cargo transport, make sure your industries don't export too much stuff. In two of my bigest cities (over 200K population), I've had my industries overwhelm my export rail lines by producing more trains than the map's outside connections can despawn (yes I do have the optimized outside connections mod)

    • @Drakkart
      @Drakkart  Рік тому

      well most maps are not properly made you have to ensure that the segment at the edge of the map is at least 22 units long for an entire train to fit (god forbid you use longer custom trains) then they despawn within a few seconds after arrival drakken is far beyond that point already.

    • @plazasta
      @plazasta Рік тому +1

      @@Drakkart welp, guess I have some more editing of my rail networks to do. Thankfully, that shouldn't be too hard on my current map. Is there a reason why the length of that segment makes a difference?
      Also *looks at the length of some of my passenger trains*
      hooooo boy

    • @Drakkart
      @Drakkart  Рік тому +1

      @@plazasta i don't know why it makes a difference but as also being a map maker, if you do not want people to complain about their trains having issues leaving the map you better make sure these edge of the map segments can fit an entire train.

    • @plazasta
      @plazasta Рік тому

      @@Drakkart not a map maker by any means, but still very useful information, thanks a lot!

  • @LoremasterYnTaris
    @LoremasterYnTaris Рік тому

    Randomly stumbled across this video a few weeks ago, and been slowly working my way up since. Glad to have finally started getting to the recent stuff, and looking forward to seeing the city grow from here!

  • @thesilenttraveller7
    @thesilenttraveller7 Рік тому +2

    This was fantastic to watch!!

  • @Swamatron396
    @Swamatron396 Рік тому +1

    So much understanding gained. Thanks! Beautiful city btw! ✌🏾

    • @Drakkart
      @Drakkart  Рік тому

      Thanks you for the comment, and glad it made the game a bit clearer...

  • @Just1kOoL
    @Just1kOoL Рік тому +1

    I just started playing this game and it's so overwhelming.
    Love it 😂 ❤

    • @Drakkart
      @Drakkart  Рік тому +1

      Welcome to one of the best games out there. yeah soon to be bested by it's sequel but you know then a new challenge will emerge ;)

  • @francescoiadicicco1266
    @francescoiadicicco1266 Рік тому

    I bookmarked this for future reference as I'm a new player and I'm still messing with the basics and the mods. But I definitely want to understand how the industry chain works. This video is amazing. Thank you!

    • @Drakkart
      @Drakkart  Рік тому +1

      Thnank you for the comment, i am actually feeling jonored to know it is bookmarked for that pupose but when replying first hadn't to time to mention that so cool beans!

  • @C0deH0wler
    @C0deH0wler Рік тому

    Old Town policy on districts, some filtered permeability (and proper hierarchy for auto traffic) so people have to drive a bit longer than walking & cycling, a proper main road network (sparse in density, far apart intersections, restricting turns at minor intersections/side-streets) (and this can be a type of the former e.g. by limiting to 1 or 2 entrances per neighbourhood), and having medium-sized industry spread everywhere seem to work fine and is simpler. Some disentangling of the cargo network can help too. All of this works well with modular growth.

    • @Drakkart
      @Drakkart  Рік тому

      you'd pay with density and the map does not get bigger

  • @nigeltiongson9623
    @nigeltiongson9623 Рік тому +1

    Hi im from dota 2. But i saw this game. This is now favorite relaxing game can share me. What all moods you use in this video. Thank you. i already subscribed

    • @Drakkart
      @Drakkart  Рік тому

      oh hello there. Yes it is a eal relaxation time sink the entire list of my mods and assets used to creat this city is linked in the description. and welcome to the channel ;)

  • @marvinhabrom9522
    @marvinhabrom9522 Рік тому +3

    I love the details in your video and it works for the most cities and players until you want to build in a realistic looking style too. For a realistic city you habe to build multiple industrial pocket, and normally no one way roads in industrie areas

    • @Drakkart
      @Drakkart  Рік тому

      yeah but i am playing to beat the game if you were looking for realism ... there are other channels out there i mean i also like to make stuff look nice but primary focus is definitely on functionality.

    • @marvinhabrom9522
      @marvinhabrom9522 Рік тому

      @@Drakkart i know. Thats why i liked your video. Not many players know about the traffic and cargo flow and its easier to understand with your video.
      Thanks for showing it

  • @aque9608
    @aque9608 Рік тому +2

    i understood nothing. Do you htink it'd be possible to create a video with more examples to showcase the principles you mentioned?

    • @Drakkart
      @Drakkart  Рік тому

      You understood nothing? pretty much everything i say and everything written on the screen has a meaning. me trying to convey what i figured out to make you guys more successful as a city builder in the game. so now i really wonder where you are struggeling?

    • @aque9608
      @aque9608 Рік тому +1

      @@Drakkart Okay so I re-watched it, just to give a good reply to you. Now seeing it a second time, I admit I get more of what you're saying in the video (was the green-background text always there?? I am currently sick so I must've had REAL good fever a few days before if I hadn't noticed the text the first time O_o). The Industry tips are more clear than I remember, but I still wouldn't know how to apply them to my own city, maybe except the "Converge before Diverge". It's a matter of... I don't know what to look for during planning to keep these in mind? Especially the rail tips about shortest route. Maybe I just need to watch some lets-play of yours to see it in action....
      I also don't understand the "different exits for cargo and civilian vehicles". Like, at all. Why would vehicles of a certain type choose one road/junction above the other? Where do they exit through those junctions? What's the flow? You say "as you can see here..." but I don't see what you mean at all. All I see is a nice road and some buildings, I don't even quite make out which are commercial and which are resitendial except that one landmark in the middle.

    • @Drakkart
      @Drakkart  Рік тому

      @@aque9608 Thank you for doing this for i was really afraid stuff would be hard to get. i mean there are tons of comments stating "wow great informative video but..." well we always get insecure if someone posts something like you did even though you should know from the 100s of positive comments.
      - So yes these were always present ;)
      - applying such stuff is 2 parts first recognizing this is a case it can be applied and 2nd proper exectution. both you'll just learn by building more cities with these tips in mind. you look for where is traffic stuck and not flowing. that needs to be changed. but more often than shown by other youtubers the problem is not the exact spot where the issue occurs but somewhere in your city and the position where the problem occurs is just a product of something else going wrong. what i would like to advise is to keep an wholistic approach to city building this means all the decisions i made together created this with one of them being of yes that city would have problems as well. i.e. let's say i was building a city that relies on getting goods transported into the downtown by rail. but i mess up the rail becoming the prefered means of transportation. the problem would then show on the intersections leading into the city. See the difference here between cause and outpcome? the real cuse is my rail system is not the prefered means of transportation the resulting problem is traffic jams in the city.
      So yes follow vehicles around learn where they struggle observe and then look for specific helpful tips for this scenario
      - different exits
      ok so i managed to make rail bring goods into the city. so instead of the highway the trucks spawn at these cargo train stations.
      Now delivery trucks do one thing they spawn fully loaded then they drive to destination 1 unload some stuff then on to the next destination and when they are empty they returnto the building that spawned them. our citizens which want to visit the downtown to shop and not using public transport spawn somewhere in the rsidential area. as just a few roads actually lead into the city downtoen area they have to take these roads. and that is where road hirarchy comes in for it creates these points of where they enter the downtown grid. as our trucks spawn at the cargo station and the station is connected to the downtown grid at different spots. pretty much on their way back to their origin citizens and trucks will use different roads because their exit points off the grid are not the same. and this is why they go out of each others way even though sharing the same grid.

  • @ajdani9400
    @ajdani9400 Рік тому

    wow, i’m wayyyy to new for this, but got me exited to lear how to get to this stage. very cool.
    great video

  • @NelsonGuedes
    @NelsonGuedes Рік тому +2

    I didn't even realize the mechanics of this game were that detailed! I thought it was about as detailed as Sim City! lol

    • @Drakkart
      @Drakkart  Рік тому

      Well there is a legendary piece of entertainment out there, even though sadly everything said about one of these two games is true. ua-cam.com/video/Qhd9UF-tM1E/v-deo.html This is the reason a well known franchise ceased to exist and an underdog flourished.

  • @Johnjohnthejohn
    @Johnjohnthejohn Рік тому +1

    If you draw a road, place a building, remove the road and place it 2 gridsquares further the building still works and the trucks drive off the road. Make building historiscal and works for everything.

    • @Drakkart
      @Drakkart  Рік тому

      the truck would still stop at the road no?

    • @Johnjohnthejohn
      @Johnjohnthejohn Рік тому

      Not sure. I think the zoned industry actually disappears even with historical enabled, so only works for buildings you place (i rarely use zoning, more of a mod player myself) i use this trick fo create multiple cool things like parking in front of buildings, but also trucks not stopping in road. They drive to a point attached to the building, so offsetting from the road means they just drive off the road to that point. Give it a try :)

    • @Drakkart
      @Drakkart  Рік тому

      @@Johnjohnthejohn we are not talking about the tzoned nuildings for it only would be relevant at the storage buildings which you need to place manually with or without mods the thing is i believe they would still stop on the street. anyway my solution works even in vanilla so i am going to stick to that ;)

  • @Tobby1923
    @Tobby1923 Рік тому +2

    1:00 bro that metro hub looks so beautiful, is it an asset on the workshop or did you make it yourself? any way to give it to me!!?

    • @Drakkart
      @Drakkart  Рік тому +1

      this asset is part of the trains and stations content creator pack ;) so for a few bucks it's yours and you support the asset creator too ;)

  • @EricSwain
    @EricSwain Рік тому +1

    I don't suppose you've written this up anywhere have you? I find your approach really interesting and helpful but can't always keep up with the video. 😅

    • @Drakkart
      @Drakkart  Рік тому +1

      well you may be in luck for i am again working on an episode explaining most of this stuff in more detail for it seems a lot of people find it cool but hard to understand so well working on that part.

    • @EricSwain
      @EricSwain Рік тому +1

      Brilliant! I shall wait with anticipation.@@Drakkart

  • @FireOfaBigSteelWheel
    @FireOfaBigSteelWheel 5 місяців тому +1

    little trick i found is that you can bypass road hierarchy by using tram only roads/turning off traffic lights for your transit network

    • @Drakkart
      @Drakkart  5 місяців тому

      i wonder how or why that would bypass road hirarchy. i mean RH is a concept of how to arrange design road structures and in the concept you can describe any road by it#s function so there is no bypassing that. but we are probably talking about different things here i mean the confusion about what road hirarchy is is big within thecommunity so eventually to clear things up you might want to elaborate.

  • @memelord9232
    @memelord9232 Рік тому +1

    Can you explain the last point in the video a bit more. How do you separate civilian and commercial traffic in the city centre?

    • @Drakkart
      @Drakkart  Рік тому

      sure so basically begicles start at an origin. in case of the cims that is somewhere in the residential area. in case of the trucks they are gettng sent out by the cargo station which is embedded in the commercial area. now as there are no other pathes available for the cims to get into the commercial area they will come in the area where these elevated overpathes are which means they enter and exit the commercial area at the points i marked in green and then have a destination somewhere in the area. Now the trucks habe basically just the option to either go left on the screen i showed or use a tunnel to get to these yellow spots i marked.this is their effective entry and exit of this area. now as everyone wants to get to their destination in the shortest route possible. this means that most of the way traveled they do not share them because of the different points they enter and exit. this helps immensely with traffic flow since the bottlenecks usually are the entry and ecits points.
      Got it?

  • @lukebtaylor7
    @lukebtaylor7 Рік тому +1

    I love the road priorities and junctions, however how do workers get to the extraction buildings with only highway road connections?

    • @Drakkart
      @Drakkart  Рік тому

      pathes or public transport or the sidewalks of the normal roads. i mean everything is still connectdted to the regular roads.

  • @johnterpack3940
    @johnterpack3940 Рік тому

    You don't need terminal stations to ban external traffic from your yards. I cross internal and external lines all the time. You just have to use TM:PE lane connectors to control which way the trains flow. I routinely set my cargo stations up so that each platform is a dedicated line to a specific site. Right now, I have my ore and forestry coming in to one side of a terminal, the commercial district is hooked to the other platform. The lane connectors override the switches that appear on the terminals, the trains have to go the way I tell them. There are three terminals in the forestry area (it's huge), one in the commercial zone, and one in the ore area. All of these are on a loop with the transfer station so trains can go round trip. Then a short elevated road lets trucks go from that terminal to the import/export terminal. Also, none of my industrial/commercial stations can connect with one another because of how the tracks are laid out.
    I also routinely set up passenger stations so that every destination has a dedicated platform. I'll even have a dedicated platform for each external line. This makes it easy to set up stops since there's only one platform available and it also makes the station flow more efficiently. It does, however, take up a fair bit of the map laying out the rails. And the logic of the connections can be a challenge. But it is so satisfying once you get it working right.

    • @Drakkart
      @Drakkart  Рік тому

      How many stations are we talking about? for i rather have the network make it impossible than rely on a mod ;) but iknow tm:pe so it's also a nice approach but the amount of kilometers of railway spanning through the city it is just easier not to have remember to setup TM:PE ...

    • @johnterpack3940
      @johnterpack3940 Рік тому +1

      @@Drakkart Three forestry terminals, one ore terminal, and one commercial terminal. All connected to a single transfer terminal. The commercial terminal has its own platform, the other four share the other platform. The way the network is laid out prevents the trains from going strange places. TM:PE just makes sure when they hit the loop at the transfer station they can only go one way. So the commercial station goes straight in, trains from the industrial areas have to go around the station and come in the other way to get to their platform. It really only takes lane connectors on one junction to make this happen. This means the terminal can load both platforms at the same time, which can't really be done with cargo terminals in vanilla.
      TM:PE lets me cross internal and external lines by simply having them cross in an "X" at one point and using lane connectors to make sure they don't mix. So no more need to build ugly/unrealistic rail overpasses. Doesn't have to be internal/external. Any lines you don't want to mix can be handled like this. It isn't very much work at all. You're already using TM:PE a ton, it's just a few more intersections.
      I've built a functional railyard with multiple tracks crossing back and forth to get trains from several areas going to specific platforms in a "custom" cargo terminal I built by stacking several "cargo terminal templates" on top of each other. It was four separate terminals, so eight platforms each with a dedicated destination. It was a nightmare to get the trucks to follow the right path because of overlapping spawn points, but I eventually got it. It was amazing. Trucks followed a 4-lane 1-way road with each lane tied to a specific terminal. I hid it all under a couple big warehouse buildings so it looked like the trucks all drove into separate bays. It took me days of building, moving, rebuilding to get it all to work. And then I lost the save. I might try it again so I can make a video about it.

    • @Drakkart
      @Drakkart  Рік тому

      @@johnterpack3940 yeah see the difference there 4 stations working together to 14? And in case i want my industr to be able to import... But it is a nice setup you have there. it is just i am so used to working with terminal stations so i keep doing that saves a lot of space as well - well actually i am going to make one station be parallel to through tracks in a future episode but i mean it is not that big of a deal.

    • @johnterpack3940
      @johnterpack3940 Рік тому +1

      @Drakkart terminal stations definitely save space. I just hate how they work. Some trains look stupid going backwards.

    • @Drakkart
      @Drakkart  Рік тому

      @@johnterpack3940 Hhehe yes they do but as long as they do their job i don't care ;)

  • @mikefm4
    @mikefm4 6 місяців тому +1

    Good. This is good. These will improve my chances of having a successful first city

    • @Drakkart
      @Drakkart  6 місяців тому

      i'd say just play the game as you wish first. enjoy also the "failing" part like watch it with a smile.
      Because failing and doing stuff again is the very best way to learn.

  • @Triliton
    @Triliton Рік тому +1

    VERY useful. Danke for creating this. (i hope i dont make a mistake saying it in German, you sound German) :) But your english is spot on! :)

    • @Drakkart
      @Drakkart  Рік тому +1

      Haha der erste Deutsche der einen fürs englisch lobt.Sehr schön. Freut mich das dich das video weitergebracht hat ;) / First german complimenting me for my english. Glad to hera the video moved you forward.

    • @Triliton
      @Triliton Рік тому +1

      @@Drakkart Heheh, vielen dank. Aber ich bin nicht von Deutchland, aber Norwegen :) Ive learned German in school and i love German langage and its country and people :)

    • @Drakkart
      @Drakkart  Рік тому +1

      @@Triliton ok that changes things ;) So as usual the people actually talking english like it and only the germans blame you for the german accent LOL

    • @Triliton
      @Triliton Рік тому

      @@Drakkart hehe

  • @kyle8851
    @kyle8851 Рік тому

    This all looks so beautiful yet so incredibly complicated. Holy smokes

    • @Drakkart
      @Drakkart  Рік тому

      HAHA still complicated after watching it?

    • @kyle8851
      @kyle8851 Рік тому +1

      @@Drakkart kinda...

    • @Drakkart
      @Drakkart  Рік тому

      @@kyle8851 Ok, were do you struggle?

  • @Cafferssss
    @Cafferssss Рік тому +1

    So in a nutshell you kinda have to force/allow "traffic" to follow routes by being intelligent with base layout of zoning/resource use?
    While making sure your road/rail network is not abusable by off map interference.

    • @Drakkart
      @Drakkart  Рік тому

      You got it! and sry 4 l8 response discovered a lot of unaswered comments today.

  • @djsnowpdx
    @djsnowpdx Рік тому +2

    Speaking of cheating using tools available in-game, if you own the incredibly over-powered Green Cities DLC, not only can you save 80% on garbage processing maintenance compared to vanilla, not only can you build garbage processing closer to your residents and businesses, reducing traffic overall as the trucks have a shorter distance to travel (I'm speaking just of the Recycling Center, by the way), but thanks to a hidden stat of another Green Cities DLC feature, you also have access to make huge amounts of intangible goods, requiring no raw materials, which arrive instantly at commercial zones with no simulated truck traffic. A side effect of using recycling centers with this feature is a small amount of raw materials export traffic from your recycling centers which needs to go out of town. A decent road network with a highway connection and no special planning is enough to support this truck traffic indefinitely. If you think about it, this is totally broken, but the lack of raw materials and traffic generated by the hidden stat of this other green cities feature is _green_. It is environmentally friendly, and it kind of explains why this feature was part of the Green Cities DLC, as it otherwise only partly fits the theme. I am writing, of course, of IT cluster, the Industry of tomorrow! With IT cluster, you can scale to excessively high populations with no zoned or plopped industry at all. I do think it's a cheat, though, since the moment I uninstalled the DLC and built a city, I spent all my time managing industry traffic.

    • @Drakkart
      @Drakkart  Рік тому

      i see where ou are coming from but no the recycling centers use trucks to move recycled materials so they generate traffic. as documented a few videos back in the "Cargo Rail Logistics for a BIG City in Cities Skylines".
      And yes you could call it broken but naw it does not make sense what they rcyclebut it canbe dealt with. and no it-clusters are no propper replacement for industry they simply produce to few goods.

    • @djsnowpdx
      @djsnowpdx Рік тому +1

      @@Drakkart RE: IT Cluster:
      on the contrary, IT cluster produces way more goods than default offices - as much as zoned generic industry. If you saturate your industry demand with IT cluster, you’ll actually produce too many goods for your commercial zones, not too few (at least, last I checked, which was one or two updates back). If you saturate your industry demand with only default offices, you will not produce enough goods for your commercial zones, which may be confusing.

    • @djsnowpdx
      @djsnowpdx Рік тому

      @@Drakkart Re: Recycling Centers. Yes, they produce some traffic, but even with their raw materials trucks exporting plus 15 recycling trucks (16 at 101% budget) collecting from nearby buildings, even if you put eight of them on a small road of length 30u, the traffic will move. Recycling centers produce less pollution and noise than incinerators and can therefore be placed closer to homes, and if you leverage that, the recycling trucks can fill up in a short distance and return to the facility, increasing service efficiency per vehicle. Not only that, but recycling centers are unlocked at a lower milestone than incinerators and cost less to build, and amazingly, cost only 1/3-1/5 to maintain per unit of processing capacity versus incinerators. Build enough of them and they can turn 100% of city garbage into raw materials, and fit them onto surprisingly few export trucks. I believe they reduce traffic overall compared to incinerators in most cases because of shorter collection vehicle round trip times, even with the addition of raw materials export.

    • @Drakkart
      @Drakkart  Рік тому

      @@djsnowpdx Default offics produce no goods, so producing way more than nothing ... Duh!
      No not as much as zoned industry, not even close. Look you consider it overpowered, i consider it one of the best DLC for the game. not because it is op but because it gets us closer to how it should be. at least recycling is a real thing. And yes offices in it produce computers. why our sims need a new one every week is beyond my understanding as well as their other shopping hanits they obviously do not consume food but instead entire toasters and such... given their demand fpr ore oil and timber... and lacking demand fpr argricultural products.

    • @Drakkart
      @Drakkart  Рік тому

      @@djsnowpdx as in real life too cycling centers are pretty tidy and small compared to a incinertor plant that you can smell miles away... well an incineration plant also has a highe truck capacity and higher processing rate. and yes recycling centers are super cool for any cityin game or in rea life.

  • @OettesCities
    @OettesCities Рік тому +2

    Great tutorial, well done mate...
    I just hope, that Nomocy will perform as good as Drakken...
    😁😁😁

    • @Drakkart
      @Drakkart  Рік тому +1

      well regarding vanilla you are doing great!

  • @Heksfield
    @Heksfield Рік тому +1

    Could you please share a link for this 3:31 ! Thank you for this awesome video !

    • @Drakkart
      @Drakkart  Рік тому +2

      sure skylines.paradoxwikis.com/Supply_chain

    • @Heksfield
      @Heksfield Рік тому +1

      @@Drakkart merci !

    • @Drakkart
      @Drakkart  Рік тому

      @@Heksfield de rien

  • @davidbeauchamp8512
    @davidbeauchamp8512 9 місяців тому +1

    I agree with your friend. This city is art. 🤩

    • @Drakkart
      @Drakkart  9 місяців тому

      well it is not finished yet ;) But eventually i will be able to do that in 2024... Thank you.

  • @Andy-bf6bw
    @Andy-bf6bw Рік тому

    Highway connections are the most important. When you work on your industry make sure the highway is built around it it with many ways to go up and off it. Also a good connection with trains is important

    • @Drakkart
      @Drakkart  Рік тому

      I disagree on the highways. I have one highway connection and i built it in a way that it is the least favorite option. if you want traffic peace blast everything on PT and Rail. At least that is what i am showing here.

  • @OrechTV
    @OrechTV 9 місяців тому +1

    Public transport. I have never had problem when it is done logically and actually realism helps :D

    • @Drakkart
      @Drakkart  8 місяців тому

      define realism for cities skylines in context please ;) i mean you can mod the game... you can alter a lot. Personally i feel Pt's job is to get peple to where they need to go. in real live people often spend time with other people, cims don't. So i focus on getting them to their jobs, to attractions, general points of interest including all the shopping options.

  • @gouverneur2001
    @gouverneur2001 Рік тому

    wow, the train station at 0:59 looks really cool!

  • @ThoughtExplorerMillet
    @ThoughtExplorerMillet Рік тому +1

    As a Cities-Noob I didn't understand a single thing you said. Still, it sounded smart. Maybe I'll come back later when I understand the game better and face these problems.
    Maybe then I can comprehend :P

    • @Drakkart
      @Drakkart  Рік тому +1

      1st thanks for commenting anyway ;)
      2nd don't worry we all started somewhen
      3rd look out for a future cities skylines video which emphasies on how important the point you just made really is.

    • @ThoughtExplorerMillet
      @ThoughtExplorerMillet Рік тому

      @@Drakkart Will do!

  • @IDoThings490
    @IDoThings490 11 місяців тому +1

    For as efficient as this city is it looks like hell to live in from a civilian perspective although CS doesn't factor that in much

    • @Drakkart
      @Drakkart  11 місяців тому

      interesting conclusion, why would you say that? I really need to get the stream up and start showing you guys more so we could talk about it like real time...

  • @QemeH
    @QemeH Рік тому +3

    It's actually not all that unrealistic that delivery trucks block the road when delivering at their destination - obviously they don't block the entire road in real life, but it simulates quite accurately that more lots equal less traffic capacity, i.e. the pure existence of additional entrances and exits to/from adjacent lots to a street make that street more busy in otherwise unchanged traffic conditions.

    • @Drakkart
      @Drakkart  Рік тому

      well kinda rue real logistic hub have their own yard away from the street and i'd consider very frequented warehouses and storage building as such - yeah i could have detailed that but as you saw it was a bit of a space issue.

    • @QemeH
      @QemeH Рік тому +2

      @@Drakkart No, I know, that they don't _literally_ block the road - but the additional traffic of a frequented warehouse from the yard out to the connecting street is what causes the hickups in real life. That's why the US-typical "stroads" are so damn bad - because they are build for a high volume but have lot entrances and exits every few meters...

    • @Drakkart
      @Drakkart  Рік тому

      @@QemeH yeah those are bad but i am from germany ;) and stopping on the rod here is a now go ;) everything has a little yard for deliveries or a ped zone to quickly stop and do them...

    • @QemeH
      @QemeH Рік тому +1

      @@Drakkart Ha, perfekt - dann kann ich mich in meiner Muttersprache ausdrücken :D
      Was ich meine ist: Je mehr Anlieger eine Straße hat - insbesondere Gewerbe und Industrie - umso mehr wird der Durchgangsverkehr gestört. Natürlich nicht wortwörtlich durch quer auf der Fahrbahn stehende LKW, aber durch das Ein- und Ausfahren von Lieferanten und Kunden. Je mehr Anlieger mit Ein-/Ausfahrt eine Straße hat, umso weniger Verkehr braucht es, um Stau zu erzeugen. Das ist es, was diese Mechanik simuliert: Anlieger stören Durchgangsverkehr.

    • @Drakkart
      @Drakkart  Рік тому

      @@QemeH hatte ich auch so schon verstanden und ja natprlich aber Cities skylines mit nem komplett stopp übertreibt es halt. ;)

  • @mariohnyc
    @mariohnyc Рік тому +6

    just went past 100k in my current city and it's a good feeling when traffic isn't much of an issue (83-86% with despawn off). i use somewhat similar techniques, though not as elegant. :)

    • @Drakkart
      @Drakkart  Рік тому +1

      oh you will love a particular planned future episode. because i will try to how far we can ramp it up after crossing 150k for certain options i didn't employ yet ;)

  • @EurocatGames
    @EurocatGames Рік тому +1

    This is wonderful stuff! I'm on the C:S wiki page and I don't see that chart that you flashed on the screen. You wouldn't happen to have a link to it would you?

    • @Drakkart
      @Drakkart  Рік тому +1

      skylines.paradoxwikis.com/Supply_chain There you go.

    • @EurocatGames
      @EurocatGames Рік тому +1

      @@Drakkart So when you're talking about overproduction, do you mean at the extraction of raw materials, the processing building like the flour mill or glass plant, or somehow a combination of both? I've had both types of building run into having a full capacity of workers and/or all the trucks being used and that seems to bring things to a halt in a hurry for the next link in the chain.

    • @Drakkart
      @Drakkart  Рік тому +1

      @@EurocatGames exactly. So the issues if any kind of production produces too much, the buildings are forced to export either themselfes or the storage / warhouse storing these items. if that happens they need to export. if your city was not set up like in drakken as example they are likely to use the highway to do their exports. problem is if they are doing this that ride will take a looong time to the edge of the map. and then it is like a random amount of time untill the truck will reappear at the edge of the map again to simulate that the city it delivered to could be closer or further away. and then the truck still has to drive all the way back into our city. So if you have overproduction and you should have a tiny bit just to ensure you never run out of the materials needed to keep your industry going. you have to make sure they are more likely to export via rail. because then the building / storage / warehouse gets it's truck back as soon as it has dropped off it's content at the freight station. So to reach this balance you basically need to minitor your processors and industries demand constantly and check on those warhouses frequently just to notice, you are running lower than 50% gilled status for quite a while, i should add more production in that field or if they are filling up you need to either reduce production or taise the demand. Given ofc you eliminated the traffic problems out and your trucks are not just stuck somewhere.and because so many parameters are involved, it is important to also being able to distinguish between traffic related issues or issues caused by imbalance of production.
      Hope this helps.

  • @mbanini6848
    @mbanini6848 9 місяців тому +1

    Thanks for guide!! when you talk about supply chain, do you mean when playing Industries DLC? otherwise I do not recognise that issue about delivery between storage and production sites. Still never played Industries DLC. that is why I ask. Thank you!

    • @Drakkart
      @Drakkart  9 місяців тому +1

      the only difference is that the industries dlc uses it's own refinded goods and has aded warehouses. without the dlc you just need to worry about one half of the supply chain the one already established in the original game. That said warehouses are great to have which is why this dlc is one of the most recommended. For it makes it so much easier to build along the supply chain without them you pretty much need to balance everything manually without the added buffer... But the guide on how to organize all of this still stays the same you just have not the handy tools to dedicate an area as next spot in the chain and thus need to think more to properly replicate the structure.

  • @varunbhil8
    @varunbhil8 Рік тому +2

    How do you follow the truck ,by using wasd ?? At 2:50

    • @Drakkart
      @Drakkart  Рік тому +1

      you can click on any vehicle or pedestrian or cyclist or pretty much everything and then an information panel opens and there is a little pointer thing pointing downwards if you click this the camera will stick to this entity. actually the symbol is on the truck look out for that thing.

  • @MartinSparkes-BadDragon
    @MartinSparkes-BadDragon Рік тому +1

    I would like to see more details on how you seperate trucks and car traffic in the commercial/residential area

    • @Drakkart
      @Drakkart  Рік тому

      like what i showed when talking about advanced road hirarchy? with the effective entry and exit points?
      or in the residental areas? when i mentioned "all the tricks"

  • @jonathino001
    @jonathino001 Рік тому

    In my experience commercial has always been the more difficult than industrial. At least industrial areas tend to be full of ONLY trucks, whereas commercial is where EVERYTHING converges. In the industrial areas all you need is a close connection to the highway and the commercial area, and some light public transport to get workers to their jobs.
    In commercial areas however you have not just workers traveling there, but buyers as well. AND you have truck traffic from both the highway and the industry area. And there is no predictability to the truck traffic, since any store could require any kind of goods. Building a cargo train station doesn't decrease truck traffic, it just changes where that traffic comes from.
    The only solution I've arrived at is to make sure truck traffic from the highway, industrial area, and train station are all entering the commercial area from different directions, have a metric SHITTON of public transportation, and offset the load by scattering SOME commercial amongst the residential. I've been meaning to experiment with disallowing car traffic with traffic manager to force public transportation, but never got around to doing it.

    • @Drakkart
      @Drakkart  Рік тому

      you justsaid it by placing a cargo trainstation that is the origin of your trucks and if you watched the video full then you'd understand why this neatly ties into the advanced road hirarchy. metric shitton of pt you'd need that anyway as your city keeps growing... not sure if i should agree or disagree with you at this point as you seem to have missed a point or two. meanwhile drakkens downtown gets served by 7 cargo trainstations... and still no worth mentioning traffic in the commercial zones.

  • @oskarpietrzak3033
    @oskarpietrzak3033 Рік тому +2

    Amazing video. What map you used for this save, and could you give link for mods you are using?

    • @Drakkart
      @Drakkart  Рік тому +1

      look up "joyride" on the workshop and then visit my profile and get yourself the mods and asset collection ;) And TY for the comment man.

    • @oskarpietrzak3033
      @oskarpietrzak3033 Рік тому +1

      @@Drakkart Thx : )

    • @Drakkart
      @Drakkart  Рік тому +1

      @@oskarpietrzak3033 sure no problem ;)