Creating Effective Transit in Cities Skylines - Solving Traffic the Right Way

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  • Опубліковано 28 чер 2024
  • Transit in Cities Skylines - Solving Traffic the Right Way
    ➤One of the best ways to measure the success of a city is by looking at how well it moves its citizens. If they're all in cars sitting in traffic is inevitable. So get them out of the cars and on the bus, or tram, or train! This video explains how the various modes of transit work to connect your city in Cities: Skylines.
    ➤Mods Collection: steamcommunity.com/workshop/f...
    0:00 Intro
    0:20 Why Transit?
    1:41 Available Modes of Transit
    4:21 Transit Hierarchy
    6:29 Organizing Lines and Transfers
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    ➤Steam Workshop Collections: tinyurl.com/y4u7lcnn
    #citiesskylines #traffic #yumbltv
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КОМЕНТАРІ • 285

  • @Daxtoe
    @Daxtoe 2 роки тому +412

    I found pre-planning for trains and metros really helpful in the long run. Train and metro the heavy haulers and bus and traffic as the connectors

    • @carstarsarstenstesenn
      @carstarsarstenstesenn 2 роки тому +22

      Don't forget about buses during you're pre planning too. Buses can push a lot of weight if you set up bus lanes properly. In a lot of cases, bus rapid transit can be better than rail based transit in Cities Skylines but I still prefer rail

    • @dycedargselderbrother5353
      @dycedargselderbrother5353 2 роки тому +14

      If you play with both mods and milestones, something that helps is the Replace Our Networks mod. I choose an 8m wide road that won't be used for anything else and start laying it early as a template for the rail when it unlocks. Then I replace the entire system in bulk with the ROR mod.

    • @diddy4891
      @diddy4891 2 роки тому +3

      @@dycedargselderbrother5353 that’s so smart… will start doing that

    • @Seriously_Unserious
      @Seriously_Unserious 2 роки тому +5

      Also, if you're open to downloading bus assets, you can get reasonable sized busses to give you options to create a sub hierarchy even within your bus lines. I've got busses of size 15, 30, 60 and 100 pax. These are all realistic sizes that don't break the game balance but do give you more options in handling mass transit ridership. Anything from the small 15 pax busses to handle a short line feeder in a low density area, to the 100 pax articulated busses to handle a main line arterial bus route feeding into your metro lines.

    • @nianyiwang
      @nianyiwang Рік тому

      this game is about preplanning everything😫i get enough game experience once i've created a new savegame

  • @beajoh
    @beajoh 2 роки тому +96

    Those 45° degree parking roads should be standard in the game.

  • @Marconius6
    @Marconius6 2 роки тому +186

    You kind of skipped over monorails and missed their greatest strength: they go OVER roads. Unlike trams, which need to actually go through intersections and get in the way of traffic, monorails avoid all that via grade separation. You can also build them together with roads easily, which distinguishes them from metros or trains.
    This is all talking vanilla, of course. There's mods for making L-trains and stuff out there, so at that point, all tracked things become kind of similar...

    • @YUMBL
      @YUMBL  2 роки тому +56

      I did say it’s on a stick though 🤪

    • @vambranzukizumofu223
      @vambranzukizumofu223 2 роки тому +7

      @@YUMBL the disrespect lol

    • @essmene
      @essmene Рік тому +1

      But they only come with 4lane Avenues - there are 6 lane on the workshop, but one 6-lane Monorail stops (~2 years ago).
      And in terms of cost Monorail is more expensive (upkeep per tile).

    • @nekomochi486
      @nekomochi486 Рік тому

      Oh it's simple, monorails are plain shite.

  • @venomous_pete4087
    @venomous_pete4087 2 роки тому +30

    laughed way to hard on "Monorail is just Metro on a stick" LUL

  • @matthewparker9276
    @matthewparker9276 2 роки тому +106

    You said that trains are the most versatile form of transit, and while I agree trains are important in a city, I would say that metro is the most versatile. It can fit almost any space by going underground, but it can also go elevated and at ground level as well. More importantly, it can have a stop at any of these three levels, even in the base game. Trains, trams, and busses can only stop at ground level in the base game, and while trains can stop at elevated or sunken stops with the stations ccp, because they are sunken and not underground they take up the same footprint as a ground level station. The only benefit there is not needing the space to sink the track again. And there isn't a vanilla way to have busses or trams stop on elevated or tunneled roads. This ability to fit a variety of locations makes metro a great mod for areas with changing elevation of high density zoning, especially if you only have the base game

    • @YUMBL
      @YUMBL  2 роки тому +39

      I agree for passengers! Metro is a total chad. But trains also carry intercity and local cargo, as well as intercity and local passengers. Thats the versatility!

    • @essmene
      @essmene Рік тому +2

      And you cannot seperate Cargo trains from regular trains, they are on the same budget. Trains are a net loss for me, whilst I can get a metro generating profits.
      So I tend to stick to one incoming train station for tourists and the Rest for Cargo Export.

  • @samueleveleigh2767
    @samueleveleigh2767 Рік тому +8

    for anyone who needs a bit of a visualization for the hierarchy
    busses connect up to 3-4 blocks together before getting strained
    trams will connect the outskirts of a district to the inner parts
    metro will take you from one side of a district to the other
    trains will take you from one district to another

  • @dycedargselderbrother5353
    @dycedargselderbrother5353 2 роки тому +48

    Some commonly given advice I see is "use all transit types" but I think that's too difficult for most people, especially as more options are continuously added. I'd recommend consolidating on bus + metro if you're more wondering what to do rather than having a specific plan. Then expand that to having one bus type and one train type per area, e.g. trollybus in the downtown area and substituting one metro network with monorail. Then you could connect different metro systems by train. Tram is one of the more interesting types in that it's kind of both a bus and a train at the same time and works best, in my opinion, in medium density areas where (vanilla) buses aren't enough but metro is too expensive or overkill. In terms of how the game works, biking is effectively a mass transit option, so there are large dividends involved with bike lanes on roads and through park systems.

  • @CardboardArm
    @CardboardArm 2 роки тому +50

    I was hoping you'd do a transit video! There is far too few good transit info on CS.
    The effectiveness of transit is directly connected to the effectiveness of private vehicle connections. The less direct you make your car network, the more cims will choose transit instead, which in turn lead to less trafic on the roads and faster commutes for private vehicles too despite less effective routes. Make direct transit routes between city parts but force private cars to take the long way around. I've made cities with 100% transit use despite direct road acces simply due to the difference in effectiveness.
    Keep transit lines short. Cut long transit lines into two seperate transit lines if you have to. Cims taking a long trip will have to transfer and therefore pay twice, which simulates higher ticket prices for longer trips. This is how you can make transit profitable. Not all DLC transit modes can be profitable though, especially the weird ones.
    When designing a transit network, think in transfer points, not in lines. Think of how someone could walk to the nearest transfer point and which transfers are required to get to their destination.

    • @Seriously_Unserious
      @Seriously_Unserious 2 роки тому +1

      "The effectiveness of transit is directly connected to the effectiveness of private vehicle connections. " I disagree on this one point. I find if you have strong road connections, that will make your transit connections just as strong as the first tier, busses, MUST use the roads. Bad road connections will make for an inherently bad bus network and that cripples the rest of your mass transit network and your entire city.
      Have the most direct possible road connections, based on knowing what types of traffic each building generates, where that type of traffic needs to go, and what types of traffic each building type attracts. This will tell you what transportation plans you'll need to make to ensure smooth trips throughout your city and into and out of it. Build your roads to move people, goods and services between their points effectively, and your mass transit to mirror the road network as a car replacement option that takes people along basically the same routes as they could go by car. Your Cims will then naturally split between mass transit and car/truck based on their needs and situation and create a balance of trip types.
      The mark of an effective transport system is not a lack of cars and trucks, but that it's able to move however many of them there are quickly and efficiently to their destinations. Having roads devoid of cars because they're incapable of getting people where they want to go and train stations jammed up with an angry mob of 1000+ passengers who can't get on any trains while trucks are driving around in circles trying to reach their destination does not make for a good network.
      Even if it's moving, if they have to drive 30 km to go to a place that's 5 km away, that's still a network failure, as there should be a more direct route. Longer then necessary distances actually causes traffic as it just means each trip is on the road (or in a bus/train) for a longer time and distance before it clears.

    • @BobTheTesaurus
      @BobTheTesaurus 2 роки тому +3

      @@Seriously_Unserious Bus only Roads exist and can be used to enable good road options for busses while still crippling the effectiveness of private vehicles

    • @Seriously_Unserious
      @Seriously_Unserious 2 роки тому

      @@BobTheTesaurus Which only means your busses will be what's congested. That's not making better transit, that's just moving the problem from the roads to the busses. having 500 angry cims mobbing a stop with full busses flying by does not make for good transit. Good transit is about MAXIMIZING OPTIONS, not forcing one option over another. For those who either refuse to take the bus, or can't because it doesn't go where they need it, they're still FORCED to go by car and also FORCED to all bottleneck on the same artificially elongated routes, meaning they're driving way farther and for way longer then strictly necessary. Sabatoging one form of transportation to force another is never a good plan. If you look me up on Steam, under Seriously Unserious, you'll find a city I uploaded a while back, take a good look at it, there's no traffic problems and mass transit's very well used, and nothing's over capacity.

    • @duralate
      @duralate 2 роки тому

      This is really helpful, thank you!

  • @smithastley1616
    @smithastley1616 2 роки тому +8

    The unstated benefit of using metros is actually diagonal movement across your city grid. Busses, trams, and trains usually go with your grid along an x or y axis. Metros allow you to move along both x and y axes at the same time without seriously disrupting your grid.

  • @agsystems8220
    @agsystems8220 2 роки тому +3

    Biggest game changer in my designs recently has been elevated walkways. As you said, people will walk quite a long way, and what really seems to stop them is crossings. An elevated walkway network gets you get a triple whammy. Firstly it directly removes a lot of vehicles. Secondly, it also speeds up all your junctions, because even sporadic pedestrian traffic can hit a junction hard. Thirdly, for all the transit options, people have to walk there first, so it makes other transit have a larger effective 'catchment', and you need fewer lines. Since my default block setup has become 9 * ~32 with a elevated walkway up the middle (ramps and perpendicular crossings 4 away from each end), I've not had any problems with cars anywhere. Industrial traffic still screws with it, and can get problematic very fast. A lot of this has been down to having a pretty lightweight road system, because I don't need a heavier one for other reasons.

    • @grahamturner2640
      @grahamturner2640 2 роки тому +1

      How exactly do you build them without taking up too much space?

  • @quoniam426
    @quoniam426 2 роки тому +11

    Lines and loops are complementary to eachother over bigger areas.

    • @YUMBL
      @YUMBL  2 роки тому +3

      Agreed! Both are the best option depending on context. I just don’t want to see people making one inferior loop and wondering why its clogged

  • @Kosii
    @Kosii 2 роки тому +17

    Always love to watch a YUMBL video to just chill out and relax

    • @alanabrams8017
      @alanabrams8017 2 роки тому +2

      His voice is quite yumbular... Not gonna get to excited about stuff. Which is nice

  •  8 місяців тому +3

    "Sinergy; sinergy" lmao loved that 6:00

  • @snapboy300
    @snapboy300 2 роки тому +19

    The two most important but understated aspects to public transit are monitoring your lines and building effective transit hubs.
    The former is best demonstrated if you can use First Person Camera and periodically just watch cims travel. Observe the routes they take. Notice random trees and rocks that are clipping through your roads, or spots you missed with Surface Painter. I've watched a Cim bike to a local tram station, ride the tram to a denser area, take a bus to a tunnel entrance, (thank you, clus, for the rendered tunnel assets...) bike down the Bike Tunnel (one moment, renaming that tunnel to that...) to a fully rendered (ty clus) metro, ride it upline into the industrial area, and finally take the local industrial tram to the oil rig at their oil rig consultant job.
    Pay attention to stops that are very crowded, where transit vehicles completely fill up and still leave a crowd. Adjust your budget for individual lines if necessary, add or remove stops. The best way to know where cims want to go is to watch them try to get there.
    As for transit hubs, this is a very broad topic that can cover everything from the vanilla hubs (psa: the bus - metro hub with two stations is good) to much more complicated and detailed custom-built hubs.
    The trick to those is to be creative, really. The goal is to provide a nexus where multiple types of transit can converge and exchange passengers- which means you want to make sure that cims can reach the stations. Take into account the large amounts of noise pollution this will create, route your buses in a way that they won't cause congestion or be delayed by it. (TM:PE and Intersection Marking Tool with the proper solid filler colored red for completely custom bus-only roads is a fun trick for this.) One thing I love to do with trams is to set up "stations" for them with a stretch of tram-only track that has pathways connected to it. You can make extremely compact tram stops that can run completely isolated from the roads if you want.
    And my number 1 tip for all of this: if you need to check if it's possible for cims to reach something on foot, use the sightseeing walking tour line to test if a path can be found. That's the secret trick to walkability, especially when doing weird pathway connections with things such as walkable quay networks.

    • @matthewparker9276
      @matthewparker9276 2 роки тому +4

      There is a mod, I think called commuter destinations, which is very useful for monitoring transit. Click on a stop, and it will show you where people who use that stop want to go in the city, not just on that route, so you can see where more direct lines or higher capacity routes might be needed.

  • @Stormcrow_1
    @Stormcrow_1 2 роки тому +16

    I've always found the helicopters to be sim magnets, ending up with massive numbers of sims just hanging around.

    • @YUMBL
      @YUMBL  2 роки тому +6

      Same. Like light to flies. Makes it pretty inefficient imo

    • @WestOfEarth
      @WestOfEarth 2 роки тому +8

      It seems that Cims choose their mode based on speed (excluding cars). Helicopters are the fastest transport, so they flock to those stops. Apparently, Cims don't consider the wait times, lol.

    • @snapboy300
      @snapboy300 2 роки тому +12

      @@YUMBL On a related note, I once had a blimp traffic jam.

    • @Wakabatan
      @Wakabatan 2 роки тому

      I mainly use helicopters and blimps for low-volume, far off tourist spots for tourists like the rocket launch site or opera house, but I have to make sure the locals aren't using it for commuting between those areas

  • @ulysses7157
    @ulysses7157 2 роки тому +50

    I found the monorail to be better than the metro. It hold more people (metro trains hold 150 sims while monorail holds 180) and it has a road variant that can go right over the roads. It gives more space for buildings to form.

    • @cpt.mirones5109
      @cpt.mirones5109 2 роки тому +8

      i use Vehicle Modifier to change values to real ones Seating+Standing Space roughly estimated:
      -70 For non Articulated Bus 120 for Articulated
      -150 for Trams unless you have short ones from WS or more if they are Longer.
      -Ferrys 150
      on top i changed Ticket Prizes to what is between Monthly and Weekly Ticket.

    • @snapboy300
      @snapboy300 2 роки тому +17

      The main downside for monorails is that they create significant amounts of noise pollution from both the stations and the tracks. (as elevated transit creates more noise than ground level, whereas tunnels create none at all, other than at the stations.)
      As the tracks are also generally more expensive due to always being elevated, they're best suited for already-noisy areas such as commercial hubs, tourism (both zoned and unique building hotspots) that will be frequently crowded. Essentially, monorail isn't well suited to serve as the "arterials" of a transit hierarchy in the way that metro is, but is excellent at servicing a relatively smaller area of your city that trams or buses may struggle in due to road congestion. Tourism in particular tends to result in districts that are densely packed with places that cims want to go, and a small isolated monorail network that can rapidly commute them around, supplemented with pedestrian walkways, is where monorail shines, IMO.
      The other thing to consider is that elevated transit naturally compliments ground and tunnel-based transit as long as you set up proper transit hubs for line transfers, as they aren't competing for space.

    • @catman64k
      @catman64k 2 роки тому +1

      i dont like that monorail above the road, mainly because i have tons of tram lines

    • @cpt.mirones5109
      @cpt.mirones5109 2 роки тому +1

      @@catman64k i dont like them either its hard to make them look right unless you take good old workshop to the rescue and get high speed transrapid from there but otherwise making it look good in an urban enviorment is meh. Tram and small rural Trains is what i go for all the time because building metro is kinda to expensiv for me.

    • @Seriously_Unserious
      @Seriously_Unserious 2 роки тому +3

      @@snapboy300 All good points. I also find monorail a good option to squeeze over a suitable road if you need to upgrade from busses but can't fit a metro and even trams can't handle the ridership. They may be able to squeeze in there with minimal demolition and can link to a metro or bus hub somewhere with more open room to build without excessive bulldozing.
      However to the original comment's point about metro vs monorail, metro is also significantly faster then monorail, making it significantly better for longer distance trips as the slower speed of the monorail will deter many from using the system for very long trips.

  • @Blade-hf9po
    @Blade-hf9po 2 роки тому +5

    What I usually do is get bus stops in residential areas, plus 1 stop in commercial. Then have a metro line between each commercial district. Trains go farthest, maybe from one end of my city to the other, or between unique buildings since those tend to be tourist attractions.

  • @Icebadger
    @Icebadger 2 роки тому +3

    Great video detailing the little things! I knew the basics but this was illuminating, especially the heirarchy

  • @baronjutter
    @baronjutter 2 роки тому +5

    I'd love to see a deep-dive into how exactly skylines handles pathfinding. I so often find my cims making strange and borderline insane pathing choices, specially with transit. They'll take 5 different transit routes to take a crazy route all over the city instead of the direct route which exists for them. Or they'll get on a train, ride past the closest station to their destination only to get on a bus and back-track. Technically the bus saved them a few tiles of walking but it doubles the time of their trip. I never quite understand the math of how they decide.

    • @GenericInternetter
      @GenericInternetter Рік тому +2

      My guess is they first compare transit to self-driving somehow (probably influenced by "free public transport), then if they choose transit it might just be distance-based regardless of total journey time.
      From a game design perspective it kind of makes sense because to calculate wait and travel time seems much more complex than just a total distance measurement.
      It's worth the deep dive.

  • @diki8236
    @diki8236 2 роки тому +1

    Another fantastic content by YUMBL, keep em coming man.

  • @zerioification
    @zerioification 2 роки тому +9

    For local cargo trains, you need to keep in mind the flow of the industry. The paradox wiki has a good explanation. But basically it flows from raw material to processed material to generic/unique industries to commercial.
    So, the cargo trains also flow that way. For example, if you have a cargo station at the oil industry and a station at the generic industry, the trains are likely to go from oil to generic, but not vice versa.

  • @jankvis
    @jankvis 2 роки тому +1

    THX again Yumbl , as always easy to learn and great summarize. Keep posting :)

  • @angrodNumenesse
    @angrodNumenesse 2 роки тому +7

    Something about bus lines that can really help with transit. There is a building you can place (bus terminal I believe?) that allows you to bring multiple bus lines to one location, which allows for easy switching between bus lines. If you have other forms of transit nearby it gets even better. I only have busses and metros in my city so far and my ridership (is that a word?) is quite high.

  • @ozzyjr32
    @ozzyjr32 2 роки тому +3

    Dude! I love your presentation style and knowledge!

  • @MrVeeBlog
    @MrVeeBlog 2 роки тому +2

    Great Ideas Yumble. Thanks as usual

  • @Seriously_Unserious
    @Seriously_Unserious 2 роки тому +3

    Great video. The line method for transit routes is something I think too many CS players just don't pick up on. I've always used it because when I looked at the bus service in my own city, I found the line routes were the ones that got the most ridership normally, while loop or weaving routes were almost always badly underutilized. Even in suburban areas that would traditionally under use the bus service, when and where they'd get the line routes, they'd start using it a LOT more. This method also allows you to form your bus and other transit lines to the road hierarchy, so they each become supportive and true replacement options for the other. If you look at the grid routes in the end, you'll notice that no matter where anyone's going from or to, each end point of their route, and each transfer point, never has too much walking to detract from it. You can get from anywhere to anywhere without touching a car. Or you can drive your car, whichever you prefer with lack of accessibility not being the deciding factor for anyone.

  • @Officialy2004inc
    @Officialy2004inc 2 роки тому +8

    Just started playing this again. Complete forgot all of the tricks to building good looking roads and cities in general. However, your videos are so helpful, it's not even funny.

  • @JayPengX
    @JayPengX 6 місяців тому +1

    Even though I am playing City Skylines 2 right now this is still super useful, and also the most useful on UA-cam right now.

    • @YUMBL
      @YUMBL  6 місяців тому

      Thank you for watching :)

  • @joesanchez979
    @joesanchez979 2 роки тому +4

    Great video mate 😊

  • @johnterpack3940
    @johnterpack3940 2 роки тому +31

    I am a huge fan of cable cars. They are much more versatile than people think. I frequently use them to get people across highways and boulevards from residential to commercial and back. They can save a ton of traffic at busy intersections this way by dumping pedestrians right where they want to go. I have also run them right down the median of boulevards as giant pedestrian conveyor belts. You can add stops on the sides of the street and jog the line back and forth. It's a great substitute for busses on a busy strip.
    Blimps are also underappreciated. There are zeppelins in the workshop that hold a ton of people. They can move more passengers per unit time over hilly areas with their straight line ability.

    • @lowellkimberley
      @lowellkimberley 2 роки тому +3

      Those are great ideas!

    • @johnterpack3940
      @johnterpack3940 2 роки тому

      @@lowellkimberley Thanks. What I usually do is view the routes to see where the pedestrians are coming from and going to. Then I try to plop the end stations where it looks like they're funneling in. Kind of the same spot you might put an express bus line. The catch is that you can't be bashful about bulldozing things to build the line. But one line can clear pedestrians from half a dozen intersections. So it saves space overall compared to walkways or even tunnels.

  • @jambread8332
    @jambread8332 Місяць тому

    You explained this beautifully:D you deserve the praise

  • @LIVEYOUSHALL
    @LIVEYOUSHALL Рік тому +1

    Your tips really helped me clear my streets!

    • @YUMBL
      @YUMBL  Рік тому

      Excellent!

  • @krlmsltv1310
    @krlmsltv1310 2 роки тому +1

    finally an episode without roundabouts or intersections! yessss! :)

    • @YUMBL
      @YUMBL  2 роки тому

      Hope you like it

  • @JohnCinOz1
    @JohnCinOz1 2 роки тому +3

    Thanks Yumbl, another very helpful tutorial! A request: could you please do a tutorial on building an effective network for an industrial area (not an Industries area, a standard industrial zone) supporting a city? I’m yet to find a genuinely good tutorial that isn’t recorded at warp speed. Keep up the great work!

  • @smoadia85
    @smoadia85 2 роки тому +1

    Ok your subtle humor won me over. Subbed.

    • @YUMBL
      @YUMBL  2 роки тому

      This is the comment of dreams! Welcome in :)

  • @thesheq5023
    @thesheq5023 2 роки тому +1

    I always place a bus terminal in each part of my city with a metro. Then i have a couple local routes and an express bus route to each other hub in the city. Similar result as the line method but in bigger cities less transfers

  • @YoungFresho
    @YoungFresho 2 роки тому +1

    Underrated CS UA-camr.

  • @QuebecFietser
    @QuebecFietser 2 роки тому +3

    the theory in this video is perfect, explains it really well.
    only nitpick i have is the distance you showed for bus stops. it could be more efficient to have a bus stop every 3 or 4 blocks, i do that and my lines are so sucessfull that i always end up makign them tram or metro

    • @YUMBL
      @YUMBL  2 роки тому +2

      Thank you! The scale of stops wasn’t literal. Just examples relative to one another. Bus = short. Metro = long.

  • @joa8593
    @joa8593 2 роки тому +2

    The main problem with transit in cities skylines is costs aren't realistic. Rail should be *vastly* cheaper than metro/monorail, after all they're just rail underground or on sticks. The upkeep cost for rail compared to roads isn't realistic either, roads with as much truck traffic as cities skylines roads get are incredibly expensive to maintain while tracks are much more expensive to lay, but wear much less under heavy loads (like the enormous BNSF trains that would pulverize asphalt).

  • @martyburgess341
    @martyburgess341 2 роки тому +1

    now that i am finally setup with my pc and have the game i will experiment with some of your ideas! Than you! 😁😁

  • @PomlacAvdu
    @PomlacAvdu 2 роки тому +5

    Do you have any videos where you work in hilly, mountainous maps? I'd love to watch you grapple with the inevitable imperfections.

    • @YUMBL
      @YUMBL  2 роки тому +4

      Not presently. For exactly the reason mentioned 😂

  • @robfrenken1748
    @robfrenken1748 2 роки тому +3

    Maybe some people already know this, but I actually found out that cargo ships also work local, but use at your own risk. Without propper planning, trucks will clog up your roads like crazy. It also works if the shipping line isn't connected to the outside of the map.

    • @YUMBL
      @YUMBL  2 роки тому

      Really? Ships can export from a local harbor and import at another? You’re sure its not an intercity ship making two stops?

    • @sandbawx7356
      @sandbawx7356 2 роки тому

      @@YUMBL Cargo ships do transfer locally between ports. It doesn't work for passenger ships though

    • @YUMBL
      @YUMBL  2 роки тому

      Very cool :)

    • @robfrenken1748
      @robfrenken1748 2 роки тому

      @@sandbawx7356 Thanks for the clarification. I forgot to add it's only for cargo ships.

  • @ashlyy1341
    @ashlyy1341 2 роки тому

    idk how it works ingame, but based on where i live (smallish city centre, big surrounding districts, ring roads, and lots of smaller towns/villages/housing estates further out), this sort of approach seems good:
    - city centre tram line
    - intersecting buses assist travelling through districts as well as longer routes (less stops) that connect the city to outlying areas
    - multiple bus hubs to avoid over-funnelling
    - metro and train for major routes of medium-long distance
    i'd love to see an example of building up a couple areas and how public transport might be used wrt transport hierarchy, especially use of hubs and how to intersect routes while avoiding over-funnelling

  • @kiandodd5670
    @kiandodd5670 2 роки тому

    think of it like this. trains are highways and only connect up city to city. metro connects areas (inside the citys) and buses connect places inside those areas with occasionally longer bus/metro journeys where necessary

  • @carstenzimmermann4435
    @carstenzimmermann4435 2 роки тому +4

    I recently gave 'free public transit' for a district - and got an influx of cyclists!?
    It's this kind of surprises that keeps me enjoying c:s so much. There's always something new, well managable, yet not 100% predictable. Always something to fix or improve, never complete - just my way of fun

    • @YUMBL
      @YUMBL  2 роки тому +1

      Very cool!

  • @Urbanconservative
    @Urbanconservative 2 роки тому

    In Fort Collins we have a road called college which is like a Main Street, and it’s an 3 lane avenue with parking in the middle. The through lane is one from the left and the left turning lane is consistent, and because left turners typically have to stop it works really really good in downtown for congestion and accessibility. I wish I had an asset with median parking 😭

  • @ash36230
    @ash36230 2 роки тому +3

    One thing forgotten to mention with cable cars, they're very helpful for when hills and mountains are an issue. No need to snake the road or the rail line up there. Metro Overhaul Mod is also a must have for any metro haver since it adds so much versatility to them too, including below, at-grade and above ground routes.

    • @RobertDoornbosF1
      @RobertDoornbosF1 2 роки тому +1

      Above ground routes are in the base game

    • @dycedargselderbrother5353
      @dycedargselderbrother5353 2 роки тому +1

      MoM is broken in some ways so I'd recommend reading the bug reports and current user feedback before fully committing to it. There hasn't been a release since shortly after Sunset Harbor and there are still unresolved bugs from that era. I'd imagine Airports has made things worse, and there are issues with the Trains DLC as well. Supposedly an update is imminent, but that's been the case for a while now...

  • @godfoca
    @godfoca 2 роки тому +2

    Good video! Which assets are you using for that avenue with the pedestrian path in between, 45º parking, and the brick sidewalks at the start and end of the video? Also, which asset is that pretty train station in the example at 6:15? Thanks!

  • @quintongpereira
    @quintongpereira 2 роки тому +1

    Monorail is metro on a stick! Roflmao! Awesome video!

  • @CC123Aus
    @CC123Aus 2 роки тому +1

    Great vid as always yumle. Ty for the upload. Not sure if you have heard of, or been using MS Parking Garage roads, but I am right into these now, especially now I am going full ham and using realistic population and life span mods. Cheers from Aus.

    • @YUMBL
      @YUMBL  2 роки тому +1

      Thank you! I’ve seen them. They look huge!

    • @CC123Aus
      @CC123Aus 2 роки тому

      @@YUMBL IKR, very addictive. He has a more streamlined version out now. I literally cannot stop playing with it and am now working out how to morph them into under and above ground 8 level car parks capable of 1k car storage. Here is a clip of the more streamlined version if you are interested. ua-cam.com/video/OCNtj4QEtoY/v-deo.html

  • @syncout9586
    @syncout9586 Рік тому

    Another method for bus lines is have it start at a bus terminal and end end at another, then have it looped back to that starting bus terminal, following the same route. Bus terminals can be placed near other forms of transport like trains and metros to form an efficient interchange

  • @HelenAlien
    @HelenAlien 2 роки тому +4

    Is there any mod to modify the capacity of these different transport methods? At least for buses I think it would be super helpful, also because in real life a bus can easily carry +100 people

    • @YUMBL
      @YUMBL  2 роки тому +3

      “Advanced vehicle options” and “improved public transit” can help :)

  • @ITBEurgava
    @ITBEurgava 2 роки тому +2

    I usually measure the distance between stops of said public transport in proportion to their max speed. That's how I always set the hierarchy.
    My trains ended up connecting the middle of the map (central hub) to only the edges of the map. For the in betweens, it depends on the age of the district. If it's modern enough, I place metros. If it's old or "nostalgic", I place trams, creating a sense of history of the city because I kinda like your approach with New Market.

    • @YUMBL
      @YUMBL  2 роки тому

      Excellent ideas :)

    • @snapboy300
      @snapboy300 2 роки тому +4

      I like to think of them in terms of "capacity arithmetic" in the same vein as lane arithmetic.
      IE, a tram holds 90 passengers, a bus holds 30. So in theory, on a bus tram exchange, you would want roughly three buses arriving and departing for every tram. Almost every transport type can be measured in buses.
      It's not an exact science, because it doesn't account for factors like how many cims are already on an arriving vehicle that stay on it, or delays, but it's a good frame of reference when planning transit exchanges and hierarchy.

    • @ITBEurgava
      @ITBEurgava 2 роки тому

      @@snapboy300 That works too.

  • @AceEverett
    @AceEverett 2 роки тому +1

    Have been bored for quite a while with metro. My current city I'm building has been really fun. The main area has 2 monorail loops split by an elevated highway down the center, and a seperate casino area on the bottom between them. At the north end, they can walk between two nearby monorail stations, and at the south end people get around on a tram loop, and the trams take people to a monorail station on the south end of both loops. Of course, every loop has a clockwise and counterclockwise movement.

    • @YUMBL
      @YUMBL  2 роки тому

      Metro is op :)

    • @adamcetinkent
      @adamcetinkent 2 роки тому

      @@YUMBL It should at the least be super-expensive! I think it gets introduced far too early to the game if you're playing with unlocks on.

  • @andrewprytherch
    @andrewprytherch 2 роки тому +1

    Geat video as always. Out of curiosity, what happened to your Newmarket series? Did it continue on twitch or somewhere else? Was shapping up to be a great little city.

    • @YUMBL
      @YUMBL  2 роки тому

      Thanks! Updates rendered it unopenable.

  • @hesterclapp9717
    @hesterclapp9717 2 роки тому +2

    6:06 I see, a fellow Dutchie

  • @Zyo117
    @Zyo117 2 роки тому +1

    Lol, barely a mention of Airports in the video. Finally a video that isn't about airports.

    • @YUMBL
      @YUMBL  2 роки тому

      My thoughts exactly ;)

  • @mdswish
    @mdswish 2 роки тому +1

    Thanks for the vid! Bus traffic can add a lot to an already congested city road network. What are your thoughts on placing transit stops on arterial vs. collector vs. local roads?

    • @YUMBL
      @YUMBL  2 роки тому +1

      I would think in terms of what the line is for. An express bus line may make sense on an arterial. Generally i would keep busses from stopping on the main road unless it has a bus lane.

  • @JMWZ_E
    @JMWZ_E 2 роки тому +6

    I have one suspicion but I could never nail it ... I've seen it in my cities and in videos.
    If you have this 5:01 bus line and also a metro line between the 5:15 stations - and maybe continue the pattern of the bus line mirroring a metro line as a kind of local service the busses are extemely overcrowded while the metro is not.
    The suspicion is: do sims prefer slower busses* over faster metros* (* busses/metros might be replaced by other modes of transport that are positioned differently in the transport hierarchy) because the paths to and from the stops are a tiny bit shorter? Do the first and last mile as a pedestrian have more weight in the routing algorithm than they should have?
    Should this local mirroring with slower transit be totally avoided? Not more than one transfer to each metro line for each bus line?
    This could be a whole new experiment.
    7:57 In four of six possible cases busses terminate by going around the block - usually that is a chance to add a single stop there which can also determine whether busses loop around clockwise or counter-clockwise while also adding a little bit of transport coverage.

    • @YUMBL
      @YUMBL  2 роки тому +5

      I think different types of transit are weighted for preference. I’ve also found that mirroring lines will have cims using the more accessible option. Which in your example would be the bus. Not mirroring lines is really just part of transit hierarchy.

    • @carstenzimmermann4435
      @carstenzimmermann4435 2 роки тому +1

      as far as I know, sims don't have a general preference for a type of transit: they prefer "shortes time to target". Whatever is quickest will be picked. I think this even includes waiting at the bus stop: more busses, less waiting, more passengers due to higher attraction... once you have several types in a district, it seems changing one will eventually side effect the others as well.

  • @cpt.mirones5109
    @cpt.mirones5109 2 роки тому +2

    been Watching you alot recently while being on a CSL break because of not enough time and not wanting to spend alot of time in the loadingscreen.
    but a little information for you about roundabouts from personal experiments:
    reduce the maximum Speed you get alot better flow if the Traffic doesnt have to go Fullstop and Pedal to the Metall when ever an Opening apears to enter it and if someone infront slows down to make the turn to leave it. same for Highway off ramps i got back on the speed limit so they dont go full stop and then start again at the intersections
    also when using Cargo Trains i allways use a 1 Way loop for the Trains with a Speed limit on incoming Trains slowing them down while outgoing ones are unristicted this way you space them apart manualy avoiding clog up on the standard intersections that are on map and maybe outside the city limits at the time.
    perhabs you can do some more research into that wich could be also some intressting content for a video maybe.

    • @YUMBL
      @YUMBL  2 роки тому

      Thanks for watching! I always make sure roundabouts are 15-25 mph. Any more and there are no spots to grab, any less and its entirely too slow.

  • @hanitagd
    @hanitagd Рік тому

    I have a neighborhood in my 62,000 pop city and it uses the new brooklyn and queens flats and it is gridlocked!

  • @tylerdotapp
    @tylerdotapp Місяць тому

    i like the australian approach to trains it fucking chonks cims love it

  • @69malepilot
    @69malepilot 2 роки тому +2

    Yet another fantastic video! May I ask what is the asset name of the road you use with bike path at 6:07? Thank you!

    • @YUMBL
      @YUMBL  2 роки тому +2

      Thanks! Thats one of clus’ bike roads. “Suburban” or something

    • @69malepilot
      @69malepilot 2 роки тому +1

      @@YUMBL Thank you! 😉

  • @jamesrobinson1022
    @jamesrobinson1022 2 роки тому

    Also keep track the individual lines. The more stops you have the more vehicles the game will automatically add. Let's say you have 10 stop bus line and the game spawns 12 busses when in actuality it needs 6 to meet the demand. If your transit shares the road give it the most direct route and mostly free flowing turns.

  • @Anbregour
    @Anbregour 2 роки тому +3

    Actually first to one of your videos! Yay!

  • @ian22222
    @ian22222 2 роки тому

    I need to know how you made that main(?) street in the intro. It looks so cool!

    • @YUMBL
      @YUMBL  2 роки тому

      It’s called main street in the “ultimate american” road pack

  • @banangradja60
    @banangradja60 2 роки тому

    Woow..stasiun kota..!!

  • @ResistanceLion
    @ResistanceLion Рік тому

    If will, add a notice, that using zoned industries with regular ones might reduce the traffic. In my first world, had forestry nex to zoned forestry, so produced goods most of the time was delivered to them, traveling much shorter distance than in case of outside connection

  • @christopherkoen5991
    @christopherkoen5991 2 роки тому +1

    4:15 What a tongue twister

  • @ironqueen_osrs
    @ironqueen_osrs 2 роки тому +5

    That avenue at 0:40 looks amazing! how do you get the parking on 1 side like that?

    • @YUMBL
      @YUMBL  2 роки тому +2

      Thanks! Its made from the “ultimate american” main street roads.

    • @kez7521
      @kez7521 2 роки тому

      @@YUMBL Can you add this to your networks collection? I cant find it anywhere and it looks fab!

    • @ironqueen_osrs
      @ironqueen_osrs 2 роки тому

      @@YUMBL Thank you!

    • @shane6340
      @shane6340 Рік тому +1

      @@kez7521 Search for US 2L 2W Parking Road, I tried to put the link here but it keep disappearing.

    • @mjribes
      @mjribes Рік тому

      @@shane6340 Thanks! I was also struggling to find...

  • @Fieari
    @Fieari 2 роки тому

    A little on the basic side, but new players need to start somewhere. Looking forward to a little more advanced video in the future... maybe a video on TOD (Transport-oriented development)?

    • @YUMBL
      @YUMBL  2 роки тому

      This was definitely an introduction. As a beginner I had to figure out how each mode worked individually. Which ones need depots or track. Which ones need lines, etc. i wanted to save the next generation the trouble.

  • @CasualCraig
    @CasualCraig 2 роки тому +1

    Hi there Yumbl, wanted to ask if you have a video on some of the assets you use, i have heard you mention them in variety of videos but can't seem to find them. Building, and others ect... thank you in advance.

    • @YUMBL
      @YUMBL  2 роки тому +1

      I dont think I go over many assets in videos, but if you hear me mention something you like use google instead of searching the workshop.

  • @bojacksonsuperturtle7411
    @bojacksonsuperturtle7411 11 місяців тому +1

    I’m watching this at work…
    This morning I took the bus, to the train to the airport where I work… we are the sims

  • @essmene
    @essmene Рік тому +1

    Next video advanced stuff:
    * Stops have a happiness radius (s-->L) bus, tram, Metro ~= Train)
    * costs per tile on upkeep differ per transport (when I checked Metro (underground) was cheaper than trains)
    * the max turn-over time differs a lot - fully saturated line (with cars) + full stop waiting -> the maximum amount of cars leaving -> again metro was equal to trains - whilst trains had the higher capacity, they also had a longer station wait time
    * map end points for trains could bug out in the past (not sure if it still happens) - the last segment on the map can both despawn trains - and one segment can spawn trains -- there is a chance where a spawning train blocks the intersection. It won´t leave, but outgoing trains cannot leave either, leading to a deadlock if you have cargo trains sooner or later - mods are needed to view the area and delete the faulty train
    * trains crossing left (right side traffic) can block the through traffic, can lead to a deadlock. One train tracks and a highway traffic design can alleviate possible deadlocks by using right-turns only.
    * mods: TP:ME, unlimited outside connections, advanced stop selection, Transport tool (detect problems, overcrowded stations,...), advanced vehicle options (choose your public transport thingie), Enhanced Outside Connections View(import / export statistics), Barges (inner city water Cargo), Fish Warehousing, Cargo Info (out of date, but still shows some data on the Cargo Trains content - no industry stuff), Improved public Transport (control # vehilces on a line)
    -------------------
    The hypothecials have a small caveat - the game does not take into account the capacity of the transport. So you can ruin your city with a single bus stop with 2.000 people waiting. I have had a city with a bus stop and metro and sims would insist on taking the bus over the metro.
    Bus + Tram are bound to the street most of the time - if your city has a traffic heart attack, your public transport will be on the line as well. Metro and trains with their separate lines can help out if things go bad. Mono-Rail can be bound by local traffic lights as well - even though it is above the street (and it is too expensive than the alternatives).
    For me when I checked metro was the best mode of transit in terms of through-put and micro managing stops. I tried to use bush lines and trams, but they would not have the capacity to deal with the number of sims waiting. Whenever I tried a ring (tram, metro) with clockwise and counterclockwise rings - the traffic would not split 50/50, but always favour one over the other - which is odd because in theory all commuters going one direction would go back one time the same way.

  • @essmene
    @essmene Рік тому

    It is also a good idea to divide the area into different Cargo train areas. The game has a tendency to keep 5-10% loaded trains going, that can clock up your rails and will sooner or later lead to a deadlock.
    One way is to separate outside Cargo trains from the inside with 2x Cargo stations connected via a roundabout (+garbage collection).
    Advanced tactic is Using a Vanilla Cargo station + TP:ME + Oneway tracks. You have one train loop going clock-wise - one loop going counter clockwise meeting at the train station. At the train station you limit the connections with TP:ME that a train can only go one direction (e.g. Inner loop left -> Right // outer loop Right to left). The Vanilla Train station will distribute all Cargo between the two tracks and the Street.
    Now you have separated two train tracks and got a truck connection with one Station. This will reduce the number of low Cargo trains as this forces a new train to spawn if Cargo wants to move beyond.

  • @IIMEERKATPLAYS
    @IIMEERKATPLAYS 2 роки тому +2

    "Monorail is just metro on a stick"

  • @gdrriley420
    @gdrriley420 2 роки тому

    I put buses and trams at the same stop length. I view them both as local modes but trams carry more than buses.

  • @anindrapratama
    @anindrapratama 2 роки тому

    the train station in the beginning looks familiar to me

  • @LordSevla
    @LordSevla Рік тому +1

    Thank you very much. Your explanation was kilometers better than what we have ingame so Paradox should actually thank you too for improving their game.

  • @Striker9
    @Striker9 2 роки тому

    The intercity ones for bring people in?

  • @Wakabatan
    @Wakabatan 2 роки тому +1

    I often screw up by having only buses to accommodate train and metro stations so upgrading existing transit into a higher capacity one after clearly it's not enough is another way to optimize the cims moving around
    Trams solved a lot of my traffic issues it's baffling how rare we see them in the real world

    • @YUMBL
      @YUMBL  2 роки тому +5

      Trams are well used in Europe. The US just has to get hip

    • @grahamturner2640
      @grahamturner2640 2 роки тому +1

      @@YUMBL the Phoenix valley started using them around 15 years ago, though so far, there’s only one major line I know of, and a few smaller lines being built, but the one major line goes across the central part of the valley.

  • @randomducko
    @randomducko 2 роки тому +1

    hey! i was wondering, why have you never done anything with the full-diamond interchange? maybe us VOP to make it a service intercange?

    • @YUMBL
      @YUMBL  2 роки тому

      I do have a diamond video. Its one of my oldest. I’ve gotten better since then ;)

  • @kepprr
    @kepprr 2 роки тому

    QUESTION: How do you gel Road Hierarchy and Transit Hierarchy? If let’s say I want to use trams, is it better to place tram lines on Arterial or Collector roads? Is it better to place busses or Local Roads and Collector Roads, and keep them off Arterial Roads? Like does each type of road need a different transit approach?

    • @YUMBL
      @YUMBL  2 роки тому +1

      Trams are special because they can deviate from the road, so it can be good to separate from the road at times. Its all very situational though. Its all about unifying areas, and not creating traffic/blocking the road while doing so

  • @clnetrooper
    @clnetrooper 2 роки тому

    The only public transport i struggle with, is the tram. I never seem to know how to place and use them. Aaaaand, i usually end up with bus + metro + train. So it works nice enough.
    I'm definitely going to try a city built around trams in the near future.

    • @YUMBL
      @YUMBL  2 роки тому

      Trams are the most fun of those imo. They can run right on the street, and theyre very pedestrian scale. Balancing them is also fun.

    • @clnetrooper
      @clnetrooper 2 роки тому

      Well, the game gives us only the choice between bike roads or tram roads. So, I took bike roads.
      That's the main reason why i find them hard to use. I suppose a good look at the workshop could save me from that problem.

    • @YUMBL
      @YUMBL  2 роки тому

      There are some great bikeable tram roads! Clus has a few I think

  • @rickyrastHD
    @rickyrastHD 2 роки тому

    what mods do i need to get those bus, bike and tram streets and what mode do i need for the other transit options like tram and taxi?

    • @YUMBL
      @YUMBL  2 роки тому

      Tram and taxi are dlc. All streets are assets in the steam workshop.

  • @thetrainmaster1
    @thetrainmaster1 2 роки тому

    Where do I get the intercity busses?
    And the trolley bus

    • @YUMBL
      @YUMBL  2 роки тому +1

      Both are sunset harbor.

  • @arkay238
    @arkay238 2 роки тому

    1:16 needs a brief sound effect of many people screaming

  • @adamraksi1222
    @adamraksi1222 2 роки тому

    What is the effective range of the public transport stops?
    Are those differs by transport type or a metro station and a bus stop has the same range?

    • @YUMBL
      @YUMBL  2 роки тому

      As far as cims happiness i think each type has a different range, though I don’t know. For functionality they are all the same. The nearest entrance of your transit network should be within walking distance of any given cim. Or perhaps biking distance, but I think walking distance is more important.

  • @grahamturner2640
    @grahamturner2640 2 роки тому +1

    0:36 especially with the Realistic Population mod.

  • @little_foxy9118
    @little_foxy9118 Рік тому

    I always wanted a pocket car too

  • @thisistori1
    @thisistori1 2 роки тому

    are end of lines for cable car line necessary to work properly?

    • @YUMBL
      @YUMBL  2 роки тому +1

      They are not :)

  • @spatrompete2601
    @spatrompete2601 2 роки тому +1

    I heard there is a dlc available that made me laugh 😂
    But in all fairness most dlc ads one way or an other more options for transit but the last two sunset harbour and airport plus the content pack have rewrite the rules :1)

  • @Redurgam
    @Redurgam 2 роки тому +2

    *whispers* Synergyyyy

  • @EvilNecroid
    @EvilNecroid Рік тому

    7:22 what do u do if at the transfer u have a shit load of people lining up?
    put more buses on?

    • @YUMBL
      @YUMBL  Рік тому

      Possibly, but if its too many people you may be thinking too small. Look at the transit route and decide if it may be better as a train or metro.

  • @pocketgames5509
    @pocketgames5509 2 роки тому

    what was the road asset for the intro/outro?

    • @YUMBL
      @YUMBL  2 роки тому

      Main street from the “ultimate american roads” pack

  • @radjafan
    @radjafan Рік тому

    What's the name of the art deco train station asset in this video?

    • @YUMBL
      @YUMBL  Рік тому

      Deco station. steamcommunity.com/sharedfiles/filedetails/?id=2387457928 It has quirks though. Read the comments.

  • @tubz
    @tubz Рік тому

    "transit gets people out of their cars"
    You're better at urban planning than just about everyone who works for my city

  • @yurizhivago4848
    @yurizhivago4848 2 роки тому

    Great video. Do you or anybody find that actually dragging lines so the stops sit on top of each other is necessary or any better than just letting them walk a block using the line method. If they have to walk across a intersection that slows them down so if the stops are married together that is faster. As far as I know SIMS are looking for the fastest route not shortest.

    • @YUMBL
      @YUMBL  2 роки тому +2

      Having stops next to each other is a good thing in transit. The easier the transfer the better. I wouldn’t place stops on top of each other though. At least not too many.

    • @yurizhivago4848
      @yurizhivago4848 2 роки тому +1

      @@YUMBL I like to do them at major hot spots like High schools and major shopping areas. Later at train stations and subways. It does get a bit cumbersome if the route gets too long though. Do you know the maximum distance SIMS will walk? I watched a video where someone tested it and they will walk 10 regular blocks in a straight line to get to a Industrial area. I plan my zoning around that.

    • @YUMBL
      @YUMBL  2 роки тому

      I saw that video too. I’ve seen them walk quite far. They’ll bike even further. Incredible distances.

  • @ctdaniels7049
    @ctdaniels7049 Рік тому

    0:09 did that can just drive through the parking and into a building? o-O

  • @IneffaWolf
    @IneffaWolf 2 роки тому

    Always confused about where I should use bus and where I should use metro, one almost seems to replace the other

    • @YUMBL
      @YUMBL  2 роки тому +1

      Metro has very high capacity. Bus does not. Busses should generally be used to bring people to and from the metro