If you make a massive city similar to the GTA would you want to have a larger amount of bus routes or would you still keep them low while adding other means of public transit?
Something to be aware of with transit in Cities Skylines is that each person waiting at a stop has a countdown that signifies when they're bored and decide to take an alternate mode of transportation, which is usually pulling a car out of their pocket and getting on the road. I don't remember the mod, but there is one that gives more information for each stop on a route. One of those bits is the "Time until bored". It starts at 255 and counts down to 0, decrementing 1 about every second. This has implications for how you design a transit system in the game. If your stops are overcrowded, then you'll constantly be having people get bored and hop on the road in their car. If your stops are too far apart, for instance with one of your express buses, then by the time the bus returns then you'll have had plenty of people get bored. (That's why long routes get so many buses by default, even if there are few stops.) You also need to consider where your Cims are going. They rarely (if ever?) go from residential to residential, so the people getting on mass transit in a residential area are either coming to the residential area to go to a residence, or they're trying to leave the residential area. (The same is true of the other types of zoning, parks, schools, etc.) This causes certain stops to become hot spots since often that stop will be the most efficient way of leaving that particular zoning block. Above all else, this is a simulation with relatively predictable behavior and dynamics that are similar to, but still very different from real life.
Would placing the stops for the express line close to the stops for the regular line make people chose to take the other bus instead of their pocket car?
I can disable stops and traffic lights but I've seen at least 4 major traffic incidents in the video in those areas xD gonna be fun if Colossal Orders will implement car accidents in the future
I'm a total beginner at this but I think I missed my calling in life. I love the transit aspect of this game as my career after the military has been in the transit field. (Currently I'm a tram/ light rail operator) My first question is, how did you get from that quiet little lakeside town to this awesome metropolis? I copied a lot of what you did in the first video. I had to expand out towards the bridge. I looped the tram line next to the industrial area and added a paved path. I added a hospital on the residential side of the island towards the bridge. Added a bus route from the big peninsula down the main drag to the hospital. I'm looking forward to seeing what you did. Second, have you ever considered doing a transit mall in a downtown area? Like what Portland had, with certain bus routes stopping at certain blocks and light rail down the middle? I'd like to see that work.
What criteria do you apply when deciding whether your system is successful? I feel like my approach to transit isn't perfect, because often I worry that I end up with unnecessary redundancies. My current city is over 100k and I'm moving approx 11,250 Cims / 2,650 tourists -- roughly 14% of the population. Traffic flow is at 82-84%. I make mass transit free and keep my taxes at 12%. Treasury is around €10.5mil. Most of my routes show 100% car rides saved. I use trams for those circular downtown routes, buses for local neighborhood circular routes, metro for citywide journeys, and trains for cross-regional. Then I add monorail as the city matures to connect strategic locations (eg airport to downtown train station, etc). I fuss with it fairly regularly to keep enough vehicles/cars on each route/line so that I never have more Cims than the capacity of a vehicle waiting at any stop. Based on the metrics above, I do think I'm doing OK, but I often wonder in what ways there might be flaws in my design that could be corrected to improve it.
That's an excellent question and I wish I would have answered in the video. Truthfully, in C:S I generally try to maximize ridership without creating congestion or creating stops with demand I could never reasonably keep up with. I don't have a hard and fast criteria, I just end up monitoring intermittently to ensure that things are working correctly. Your approach for transit and the type of transit that you're using makes sense. I generally try to limit the number of types of transit I use per city, since it seems that most cities end up specializing in specific types of transit and replicating success. If I were creating hard and fast criteria, I would want to have enough transit to ensure that traffic flow keeps above 80 or so percent. Lower than that and things seem to break down exponentially. I also try to ensure that stops have no more passengers waiting than a single vehicle or two could handle. When modded, I add articulated buses to handle busy routes and sometimes have limited stop overlays. 10%+ mode share would be excellent for more cities.
@@CityPlannerPlays -- really appreciate your reply. Like I said, I think I'm doing OK with it, but never have absolute certainty. I think I'm motivated by an unrealistic ideal, which is to get ALL of my citizens on mass transit. I suppose I could ban passenger vehicles on all of my roads. LOL Your 80% number resonates with my experience in previous cities. This is the first city I've had where I was able to keep flow above 80%. Everything starts to suffer when it drops below that, from fires to hearses clearing bodies, to employment, etc. etc. And I've also been using the articulated buses as well as REV0 and meshd's monorail, rail and metro cars. REV0 has a monorail train with a capacity of 400 and meshd's train cars hold 150, so when he strings them together in a train of four cars the train has a capacity of 600 ... Then I reduce the number of vehicles on the tracks/lines to minimize any possible rail congestion. It lowers the numbers of Cims using mass transit a teeny bit, because maybe they choose a different journey when the trip spawns--but hasn't seemed to appreciably impair traffic flow. But I do sometimes feel like I'm cheating. It would take me 3-4 vanilla metro trains to move as many as one of meshd's trains moves. Thanks again for your reply.
Denver has a similar bus system. RTD runs buses by street number. For example: Colfax Avenue is 1500 so the east side of Colfax has the 15 and 15L. The 15 stops more often while the 15L is a limited bus and stops less often. Then there is the regional buses like the FF1 (Flatiron Flyer 1) or AT (Airport). Then RTD also runs rail in the form of light and commuter. These trains are lettered not numbered like the buses. The A Line is the Airport Commuter while the W Line is a light rail into the west side of metro Denver to Golden.
I like to use my bus hubs as almost like collectors for the bigger modes of transit (trains, metro etc). I didn’t realize until recently how good I could make them, although my bus routes are generally only a few stops at most. I mainly rely on massive sprawling metro systems with that big content creator pack metro hub at the middle of it
Nice. I can see that some lanes are congested however, what I usually do is give public transport dedicated slip roads, and ban parking on roads with high expected activity using the TM:PE mod. I can also see the appeal of free public transport to reduce overall traffic, and realistically speaking; pollution. I'd go the extra mile and add in toll booths on city entrances to further discourage the citizens to purchase private vehicles, and y'know, abuse the rich.
All great ideas - especially free public transport. It's even becoming much more mainstream in real life. Love to toll boths, making all lanes of the highway "Lexus Lanes," haha
I keep all my public transport free. It does seem to help. And I've never established positive cash flow with mass transit anyway. I just use revenue from other sources (specialized industries) to make up the difference. And theoretically my Cims are paying for all those services anyway because I keep my tax rates at 12%.
I also have toll booths on all my highways entering/exiting the city ... as well as at the roads leading to rail cargo terminals. All those trucks dropping off cargo for trains ... I don't think I'm making a ton of money with tolls ... approximately $1,000 cimoleons a week. But it helps maintain positive cash flow.
@@Hubbubb22-citiesskylines In my main series I've been considering doing this. The environmentalist in my believe that people should have a more sound understanding of the environmental impact of driving long distances and a toll help people to understand and modify their habits. That said, it's a regressive tax that hurts the working poor the most. Very conflicted.
@@CityPlannerPlays We often lose sight of the fact that "realism" is a pretense. All fiction requires the suspension of disbelief in order to be enjoyable. To one extent or another we all adopt the illusion that the cities we create are "realistic". This drives both the detailers who spend thousands on high-powered machines that allow insane levels of detail in their builds, or someone like me who focuses on building cities that are functional with reference to the metrics and algorithms of the game because I think the simulation represents "real" human activity. You more than most probably are aware of the degree to which the game isn't real at all in terms of how it resembles what you do in your job. Tolls on the highway are a good example. In real life we use tolls to pay for the building and/or maintenance cost of a specific roadway. To some extent they generate revenue that helps balance government ledgers (although I don't understand the microeconomics of toll roads very well I'm sure). But we probably would never use them in the way I describe here. Another excellent example are the game hack invented by Biffa which involves creating little parks at the gates of pedestrian bridges that require Cims to pay to walk a bridge crossing a highway. Really these are just cheats that allow us to pad our cashflow to keep our in-game treasuries at a less worrisome level (the irony here is that the game algorithms reportedly are designed to prevent players from building treasuries so huge that the game stops being realistic). I could criticize their use because they're not "realistic"--but if we're honest what in the game really is?
I’m really enjoying your videos. I’ve spent more time watching you build than I have building myself! This city looks amazing and I’d love to take a look around. Is there any place where it can be downloaded at all?
Do you have a tutorial that explains in more detail how to use each transit option? I really new the the game and the only one I have figured out is city buses.
I have a fast commuter rail line and a slower metro line. I am planning to make bus lines transporting people around in different suburb, those connecting to metro or commuter train stations.
The Network Extensions 2 Mod has more bus roads that you can use. There is a selection of bus-only roads (busways) and roads with dedicated bus lanes. You can use the busways to build BRT systems. Also, the speed of the busway is higher than that of the plain 2 lane road. I'm pretty sure the busways have the same speed limit as the highway ramp.
@@williamhuang8309 In the vanilla game these roads only act as priority bus roads. TM:PE has an option to ban private traffic and trrucks form them. The AI will still sometimes slip onto them but generally they stay off of them. This makes them a really great addition to the game in my opinion, since only public transport and service vehicles (Police, Fire trucks, garbage trucks and so on) end up using them thus greatly increasing their speed of travel in heavily congested areas. Plus they look nice.
An idea I'm thinking of trying out is pairing different types of transit with the road heirarchy. Trains with Highways, Monorail with Arterials, Trams with Collectors and Busses to connect residential areas to collectors. Throw in Metros and underground rail to provide long distance express routes, a good quality cycle network and walkable areas and a few taxis to round things out.
I have a question, and I didn't know where to ask it in your videos, but I play a ton of Transport Fever 2 and Cities: Skylines; how do city planners name/number transit routes?
Thank you so much for your videos and all the work that you put in explaining everything so well. It's because of your videos I finally got a city to 40K population. Am just now starting to run into some serious traffic issues. I'm going to revisit and try improving my transit. Also, do you happen to explain more about this "Articulated Bus Mod" more in another video?
Such a nice and thoughtful looking city. I like the landscaping, I like the irregular road network at time, and things like putting the train station backing onto a major road with tram. That's thinking. Really enjoy your videos - my estj personality type enjoys the logic and problem solving nature of urban planning 🙂
My city of 19k has 2 bus lines, each one is 4 stops and i got 1000 passengers total on both those lines. I also have Trams running on commercial district and Metro to connect the 2 farthest edges of the city with the middle of the city. I still want to improve my mass transit system because i want to reduce traffic as much as possible even though its alright at 85%. Any good way to reduce traffic in industrial area? I tried to have mass transit go from residential to industrial, to try to eliminate commutes but only like a dozen or 2 people take the bus to work.
If your work or commercial area is a decent distance away, the bus is slower than a car so cims would choose their pocket car to get to work because it's faster. Build a faster high capacity transit route, they always look for what is most direct route and less time to get there.
@@vadicus-tcp Thanks, ill try direct connection from Res to Ind with metro and see if that will do the trick. The only way my cims can go from Res/Com to Ind is to use the freeway so the exits are always red so i want to fix that and try to get my traffic to 90% or better.
@@eurostar0711 I would eat my shorts if I saw traffic at 90%+. Even in a brand new map with not even one residence, I've only ever seen 89%. I've never ever been able get my traffic higher than 87%. Even a car going around a small highway bend will slow down slightly causing an impact on your total %.
I see that all the routes start and end at the bus depot. Is this a deliberate choice or a previous limitation of the game? I've just recently picked up the game so I'm curious if there is some advantage to doing this.
I'm curious of this also. I have most routes that don't go back to the depot. They pickup and circulate cims just fine. Maybe routes joining with a hub so they can transfer to say, metro from bus. I do short bus routes that share a few stops so they can transfer as well as stops near other transit types for other transfer options. All my lines have great ridership and I don't need many vehicles per route.
Mostly by the number of people on it, and the number of people waiting at stops. If all your vehicles are full and tons of people are waiting at stops, it's a busy (productive) line and you may need more vehicles. Be careful however as throwing vehicles at routes isn't always the best option -- too many buses will cause road traffic issues, too many metro trains can jam the tunnels, etc. So you may need to provide alternate means, especially as a city gets bigger and more dense in population. Hence the hub stations that allow passengers to go from one mode of transport to another, such as bus to metro.
@@ysharros thank you for the info, I was more curious in some estimate number of passengers/week or something. If there are tonnes of people waiting in bus stop that mean that type of public transport is insufficient for that route, as I understand it.
@@DmytroBogdan Yeah, or not enough other options for people to get to (or away from) a given destination. As far as I know passengers/week is very variable depending on the city, density types, population, zoning, etc etc. I'm happy if I can get over 10% of my pop using public transport *as well as* a lot of walking options -- so I have pedestrian/cycle paths everywhere.
Quite informative, but a little hard to follow in a few places, especially when watching on a small screen device. The first downtown route was almost invisible.
Just a tip - don't include this many bus routes in your city. Did so to illustrate the different types of routes.
Hi? Im new with this game. How to setup metro line? whenever I do, I cannot drag or select the line itself. End up, cannot use that station
@@kanzai12 make sure the tracks don't have extreme turns or the train won't be able to connect
Please do Vanilla, separated bus lanes. Bus lanes with no other traffic on the same road. Secondary road work kind of.
If you make a massive city similar to the GTA would you want to have a larger amount of bus routes or would you still keep them low while adding other means of public transit?
Man, i literally made 30 bus routes for only a district, and they are not enough! What is wrong with my citizens?
Something to be aware of with transit in Cities Skylines is that each person waiting at a stop has a countdown that signifies when they're bored and decide to take an alternate mode of transportation, which is usually pulling a car out of their pocket and getting on the road. I don't remember the mod, but there is one that gives more information for each stop on a route. One of those bits is the "Time until bored". It starts at 255 and counts down to 0, decrementing 1 about every second.
This has implications for how you design a transit system in the game. If your stops are overcrowded, then you'll constantly be having people get bored and hop on the road in their car. If your stops are too far apart, for instance with one of your express buses, then by the time the bus returns then you'll have had plenty of people get bored. (That's why long routes get so many buses by default, even if there are few stops.)
You also need to consider where your Cims are going. They rarely (if ever?) go from residential to residential, so the people getting on mass transit in a residential area are either coming to the residential area to go to a residence, or they're trying to leave the residential area. (The same is true of the other types of zoning, parks, schools, etc.) This causes certain stops to become hot spots since often that stop will be the most efficient way of leaving that particular zoning block.
Above all else, this is a simulation with relatively predictable behavior and dynamics that are similar to, but still very different from real life.
Those are all great points!
Klyte's Transport lines manager or smth
Would placing the stops for the express line close to the stops for the regular line make people chose to take the other bus instead of their pocket car?
Sounds like Queueing theory.
"Decrementing" ...great word. Also, thanks for the transit insight 🙃
I can disable stops and traffic lights but I've seen at least 4 major traffic incidents in the video in those areas xD gonna be fun if Colossal Orders will implement car accidents in the future
this comment has aged very well
@@eloquentire :D
I'm a total beginner at this but I think I missed my calling in life. I love the transit aspect of this game as my career after the military has been in the transit field. (Currently I'm a tram/ light rail operator)
My first question is, how did you get from that quiet little lakeside town to this awesome metropolis? I copied a lot of what you did in the first video. I had to expand out towards the bridge. I looped the tram line next to the industrial area and added a paved path. I added a hospital on the residential side of the island towards the bridge. Added a bus route from the big peninsula down the main drag to the hospital. I'm looking forward to seeing what you did.
Second, have you ever considered doing a transit mall in a downtown area? Like what Portland had, with certain bus routes stopping at certain blocks and light rail down the middle? I'd like to see that work.
What criteria do you apply when deciding whether your system is successful? I feel like my approach to transit isn't perfect, because often I worry that I end up with unnecessary redundancies. My current city is over 100k and I'm moving approx 11,250 Cims / 2,650 tourists -- roughly 14% of the population. Traffic flow is at 82-84%. I make mass transit free and keep my taxes at 12%. Treasury is around €10.5mil. Most of my routes show 100% car rides saved.
I use trams for those circular downtown routes, buses for local neighborhood circular routes, metro for citywide journeys, and trains for cross-regional. Then I add monorail as the city matures to connect strategic locations (eg airport to downtown train station, etc).
I fuss with it fairly regularly to keep enough vehicles/cars on each route/line so that I never have more Cims than the capacity of a vehicle waiting at any stop.
Based on the metrics above, I do think I'm doing OK, but I often wonder in what ways there might be flaws in my design that could be corrected to improve it.
40 bus routes, 7 tram routes, 11 metro lines, four train lines, four or five monorail lines.
Save game if you're curious... steamcommunity.com/sharedfiles/filedetails/?id=2279358430
That's an excellent question and I wish I would have answered in the video. Truthfully, in C:S I generally try to maximize ridership without creating congestion or creating stops with demand I could never reasonably keep up with. I don't have a hard and fast criteria, I just end up monitoring intermittently to ensure that things are working correctly.
Your approach for transit and the type of transit that you're using makes sense. I generally try to limit the number of types of transit I use per city, since it seems that most cities end up specializing in specific types of transit and replicating success.
If I were creating hard and fast criteria, I would want to have enough transit to ensure that traffic flow keeps above 80 or so percent. Lower than that and things seem to break down exponentially. I also try to ensure that stops have no more passengers waiting than a single vehicle or two could handle. When modded, I add articulated buses to handle busy routes and sometimes have limited stop overlays. 10%+ mode share would be excellent for more cities.
@@CityPlannerPlays -- really appreciate your reply. Like I said, I think I'm doing OK with it, but never have absolute certainty. I think I'm motivated by an unrealistic ideal, which is to get ALL of my citizens on mass transit. I suppose I could ban passenger vehicles on all of my roads. LOL
Your 80% number resonates with my experience in previous cities. This is the first city I've had where I was able to keep flow above 80%. Everything starts to suffer when it drops below that, from fires to hearses clearing bodies, to employment, etc. etc.
And I've also been using the articulated buses as well as REV0 and meshd's monorail, rail and metro cars. REV0 has a monorail train with a capacity of 400 and meshd's train cars hold 150, so when he strings them together in a train of four cars the train has a capacity of 600 ... Then I reduce the number of vehicles on the tracks/lines to minimize any possible rail congestion. It lowers the numbers of Cims using mass transit a teeny bit, because maybe they choose a different journey when the trip spawns--but hasn't seemed to appreciably impair traffic flow. But I do sometimes feel like I'm cheating. It would take me 3-4 vanilla metro trains to move as many as one of meshd's trains moves.
Thanks again for your reply.
In my expirience i can say its always good if around 1/10 if your population use transit
Denver has a similar bus system. RTD runs buses by street number. For example: Colfax Avenue is 1500 so the east side of Colfax has the 15 and 15L. The 15 stops more often while the 15L is a limited bus and stops less often. Then there is the regional buses like the FF1 (Flatiron Flyer 1) or AT (Airport). Then RTD also runs rail in the form of light and commuter. These trains are lettered not numbered like the buses. The A Line is the Airport Commuter while the W Line is a light rail into the west side of metro Denver to Golden.
I’m a bit of a noob at Cities: Skylines so I appreciate these videos! Keep up the great work!
I like to use my bus hubs as almost like collectors for the bigger modes of transit (trains, metro etc). I didn’t realize until recently how good I could make them, although my bus routes are generally only a few stops at most. I mainly rely on massive sprawling metro systems with that big content creator pack metro hub at the middle of it
Nice. I can see that some lanes are congested however, what I usually do is give public transport dedicated slip roads, and ban parking on roads with high expected activity using the TM:PE mod.
I can also see the appeal of free public transport to reduce overall traffic, and realistically speaking; pollution.
I'd go the extra mile and add in toll booths on city entrances to further discourage the citizens to purchase private vehicles, and y'know, abuse the rich.
All great ideas - especially free public transport. It's even becoming much more mainstream in real life. Love to toll boths, making all lanes of the highway "Lexus Lanes," haha
I keep all my public transport free. It does seem to help. And I've never established positive cash flow with mass transit anyway. I just use revenue from other sources (specialized industries) to make up the difference. And theoretically my Cims are paying for all those services anyway because I keep my tax rates at 12%.
I also have toll booths on all my highways entering/exiting the city ... as well as at the roads leading to rail cargo terminals. All those trucks dropping off cargo for trains ... I don't think I'm making a ton of money with tolls ... approximately $1,000 cimoleons a week. But it helps maintain positive cash flow.
@@Hubbubb22-citiesskylines In my main series I've been considering doing this. The environmentalist in my believe that people should have a more sound understanding of the environmental impact of driving long distances and a toll help people to understand and modify their habits. That said, it's a regressive tax that hurts the working poor the most. Very conflicted.
@@CityPlannerPlays We often lose sight of the fact that "realism" is a pretense. All fiction requires the suspension of disbelief in order to be enjoyable. To one extent or another we all adopt the illusion that the cities we create are "realistic". This drives both the detailers who spend thousands on high-powered machines that allow insane levels of detail in their builds, or someone like me who focuses on building cities that are functional with reference to the metrics and algorithms of the game because I think the simulation represents "real" human activity. You more than most probably are aware of the degree to which the game isn't real at all in terms of how it resembles what you do in your job.
Tolls on the highway are a good example. In real life we use tolls to pay for the building and/or maintenance cost of a specific roadway. To some extent they generate revenue that helps balance government ledgers (although I don't understand the microeconomics of toll roads very well I'm sure). But we probably would never use them in the way I describe here. Another excellent example are the game hack invented by Biffa which involves creating little parks at the gates of pedestrian bridges that require Cims to pay to walk a bridge crossing a highway. Really these are just cheats that allow us to pad our cashflow to keep our in-game treasuries at a less worrisome level (the irony here is that the game algorithms reportedly are designed to prevent players from building treasuries so huge that the game stops being realistic). I could criticize their use because they're not "realistic"--but if we're honest what in the game really is?
I’m really enjoying your videos. I’ve spent more time watching you build than I have building myself! This city looks amazing and I’d love to take a look around. Is there any place where it can be downloaded at all?
Do you have a tutorial that explains in more detail how to use each transit option? I really new the the game and the only one I have figured out is city buses.
Now I can figure out how to plan my route to your dms. 😈
😊😂
Uhhhh
I have a fast commuter rail line and a slower metro line. I am planning to make bus lines transporting people around in different suburb, those connecting to metro or commuter train stations.
I would like to see a BRT (Bus Rapid Transit
) system in city skylines.
The Network Extensions 2 Mod has more bus roads that you can use. There is a selection of bus-only roads (busways) and roads with dedicated bus lanes. You can use the busways to build BRT systems. Also, the speed of the busway is higher than that of the plain 2 lane road. I'm pretty sure the busways have the same speed limit as the highway ramp.
@@williamhuang8309 you should build one to see how it work in the game
@@williamhuang8309 In the vanilla game these roads only act as priority bus roads. TM:PE has an option to ban private traffic and trrucks form them. The AI will still sometimes slip onto them but generally they stay off of them. This makes them a really great addition to the game in my opinion, since only public transport and service vehicles (Police, Fire trucks, garbage trucks and so on) end up using them thus greatly increasing their speed of travel in heavily congested areas. Plus they look nice.
10:26 - is there a bus line bringing everyone to the ferry / subway station?
An idea I'm thinking of trying out is pairing different types of transit with the road heirarchy. Trains with Highways, Monorail with Arterials, Trams with Collectors and Busses to connect residential areas to collectors. Throw in Metros and underground rail to provide long distance express routes, a good quality cycle network and walkable areas and a few taxis to round things out.
Thank you for this! Really helpful to understand the use cases per mode, and see express/local overlays.
Don't under estimate the cable car! It cab move A LOT of people from one place to a other
Taking notes: by the end of the video
Me: I'm going to make the worst most congested city. Goodluck firefighters
I have a question, and I didn't know where to ask it in your videos, but I play a ton of Transport Fever 2 and Cities: Skylines; how do city planners name/number transit routes?
I looked this up and it seems that each city has its own system but the numbers seem to have some geographical or service company connection to them.
Thanks, my busses are always chaotic and overcrowded
Thank you so much for your videos and all the work that you put in explaining everything so well. It's because of your videos I finally got a city to 40K population. Am just now starting to run into some serious traffic issues. I'm going to revisit and try improving my transit. Also, do you happen to explain more about this "Articulated Bus Mod" more in another video?
Such a nice and thoughtful looking city. I like the landscaping, I like the irregular road network at time, and things like putting the train station backing onto a major road with tram. That's thinking.
Really enjoy your videos - my estj personality type enjoys the logic and problem solving nature of urban planning 🙂
My city of 19k has 2 bus lines, each one is 4 stops and i got 1000 passengers total on both those lines. I also have Trams running on commercial district and Metro to connect the 2 farthest edges of the city with the middle of the city. I still want to improve my mass transit system because i want to reduce traffic as much as possible even though its alright at 85%. Any good way to reduce traffic in industrial area? I tried to have mass transit go from residential to industrial, to try to eliminate commutes but only like a dozen or 2 people take the bus to work.
If your work or commercial area is a decent distance away, the bus is slower than a car so cims would choose their pocket car to get to work because it's faster. Build a faster high capacity transit route, they always look for what is most direct route and less time to get there.
@@vadicus-tcp Thanks, ill try direct connection from Res to Ind with metro and see if that will do the trick. The only way my cims can go from Res/Com to Ind is to use the freeway so the exits are always red so i want to fix that and try to get my traffic to 90% or better.
@@eurostar0711 I would eat my shorts if I saw traffic at 90%+. Even in a brand new map with not even one residence, I've only ever seen 89%. I've never ever been able get my traffic higher than 87%. Even a car going around a small highway bend will slow down slightly causing an impact on your total %.
do you play world of warships? your voice sounds familiar from another streamer I watch?
I see that all the routes start and end at the bus depot. Is this a deliberate choice or a previous limitation of the game? I've just recently picked up the game so I'm curious if there is some advantage to doing this.
I'm curious of this also. I have most routes that don't go back to the depot. They pickup and circulate cims just fine. Maybe routes joining with a hub so they can transfer to say, metro from bus. I do short bus routes that share a few stops so they can transfer as well as stops near other transit types for other transfer options. All my lines have great ridership and I don't need many vehicles per route.
What map is this
How to estimate the productiveness of the route?
Mostly by the number of people on it, and the number of people waiting at stops. If all your vehicles are full and tons of people are waiting at stops, it's a busy (productive) line and you may need more vehicles. Be careful however as throwing vehicles at routes isn't always the best option -- too many buses will cause road traffic issues, too many metro trains can jam the tunnels, etc. So you may need to provide alternate means, especially as a city gets bigger and more dense in population. Hence the hub stations that allow passengers to go from one mode of transport to another, such as bus to metro.
@@ysharros thank you for the info, I was more curious in some estimate number of passengers/week or something.
If there are tonnes of people waiting in bus stop that mean that type of public transport is insufficient for that route, as I understand it.
@@DmytroBogdan Yeah, or not enough other options for people to get to (or away from) a given destination. As far as I know passengers/week is very variable depending on the city, density types, population, zoning, etc etc. I'm happy if I can get over 10% of my pop using public transport *as well as* a lot of walking options -- so I have pedestrian/cycle paths everywhere.
Imagine getting on a bus at bus stop 1 and needing to get off at bus stop 41 : eek. lol I would want to pull everyone hair out 20 stops in. lol -
Wait, Phil....as in Phil and Jared?
Quite informative, but a little hard to follow in a few places, especially when watching on a small screen device. The first downtown route was almost invisible.
what is the map?
Looks like Marin Bay from the Campus DLC
yo solo queria jugar y pasarlo bien